OpenXcom Forum

Modding => OpenXcom Extended => Topic started by: Meridian on December 21, 2015, 10:34:26 am

Title: [OLD] Old OXCE+ discussion thread
Post by: Meridian on December 21, 2015, 10:34:26 am
Changelog moved here: https://openxcom.org/forum/index.php/topic,11059.0.html
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 21, 2015, 10:34:44 am
Changelog moved here: https://openxcom.org/forum/index.php/topic,11059.0.html
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on December 21, 2015, 11:14:34 am
-- replaced original post by niculinux with the continuation of the changelog, it didn't fit into previous 2 posts --

Changelog moved here: https://openxcom.org/forum/index.php/topic,11059.0.html
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on December 21, 2015, 11:30:07 am
-- replaced original post by Cristao with the continuation of the changelog, it didn't fit into previous 3 posts --

Changelog moved here: https://openxcom.org/forum/index.php/topic,11059.0.html
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on December 21, 2015, 11:56:18 am
This is not for you, as to see it, you need to disable the unlimited storage/prison space cheat ;)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on December 21, 2015, 12:36:54 pm
Explain how that works ... I have seen the option but I have always ignored it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on December 21, 2015, 12:51:20 pm
Hey, please a linux executable?  :'( :'( :'(

edit: nevermind :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on December 21, 2015, 03:38:15 pm
Or just a zip/git of the source code ;)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on December 21, 2015, 04:26:10 pm
My God, man!  The access to the Bootypedia in all the locations is terrific!!

Please put that code into a Pull Request to SupSuper and Warboy for vanilla OXC!!! <3 <3
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 21, 2015, 04:34:09 pm
My God, man!  The access to the Bootypedia in all the locations is terrific!!

Please put that code into a Pull Request to SupSuper and Warboy for vanilla OXC!!! <3 <3

My coding skills aren't what they used to be, my code would need to be reviewed and beautyfied. Also, the graphical side of it won't be of production-quality, just quick and dirty for my needs.

But I will post a patch for Arthanor and others, once I am finished.

For now, today's changes:

v2015-12-21
  + added access to Bootypedia from Inventory (using configured keyboard shortcut, default "U")
  + added soldier re-ordering ability into:
      * Vessels > Armor screen
      * Hands on Deck screen
      * VooDoo Classes screen
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on December 21, 2015, 06:54:01 pm
And it works? OMFG. Grabbing that nao. You rule, man.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on December 21, 2015, 07:08:32 pm
Certain someone once said that UFOPedia et al and Battlescape "Cannot ever be mixed". So much for that, lol :)

Any chance of figuring out how to change armor by r-clicking on a person (the another "impossible thing")? :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on December 21, 2015, 07:10:33 pm
Certain someone once said that UFOPedia et al and Battlescape "Cannot ever be mixed". So much for that, lol :)

Yeah, I'm kinda feeling like it was more, "... that was alot of work to get that Ufopedia State to work in another where it was never intended.... we certainly don't want to do that again."

;)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 21, 2015, 07:27:49 pm
Certain someone once said that UFOPedia et al and Battlescape "Cannot ever be mixed". So much for that, lol :)

Well, the battlescape/inventory below the UFOpedia window switches palette so it looks weird. I guess that's what that someone wanted to say. For me, it's a very minor nuisance... it doesn't even look that bad. And once you open an article, background switches to complete black anyway.

Yeah, I'm kinda feeling like it was more, "... that was alot of work to get that Ufopedia State to work in another where it was never intended.... we certainly don't want to do that again."

It was actually very easy. 3 lines of code for battlescape and 2 lines of code for inventory... but as said above, the images "don't mix well" :) Quick and dirty.... but oh so good.


Any chance of figuring out how to change armor by r-clicking on a person (the another "impossible thing")? :)

Do you mean changing soldier's armor directly in the Inventory screen by clicking on the paperdoll (or by a hotkey)?
I can look at that... shouldn't be too hard... might suffer the palette problem though... which I wouldn't mind.
Also, I guess that should work only when Inventory is opened during pre-mission equipment, right? :P
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on December 21, 2015, 07:37:48 pm
Do you mean changing soldier's armor directly in the Inventory screen by clicking on the paperdoll (or by a hotkey)?
I can look at that... shouldn't be too hard... might suffer the palette problem though... which I wouldn't mind.

Yes, exactly. And I don't mind palette problems either, compared to vast interface improvement. The way you have to do it now... It's pain.

Also, I guess that should work only when Inventory is opened during pre-mission equipment, right? :P

Hehehe, yes, only then. Unless the only option available in-battle was to take the armor off completely :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: DracoGriffin on December 21, 2015, 08:22:49 pm
*eagerly awaits Soldier Diaries to track kills/stuns and all that awesome stuff and for the eventual Pirate Commendations/Awards*

This is definitely incredibly work for any mod and any player, ESPECIALLY for new players coming into the game (people are still actually trying out OpenXcom and experiencing 1996 X-Com/TFTD for the first time!), more so for total conversion mods when people haven't memorized everything (or can't because there's 4 different types of ammo for weapons that may do something differently).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on December 21, 2015, 08:49:31 pm
(or can't because there's 4 different types of ammo for weapons that may do something differently).

Never 4 ammo types. 1,2,3,6 or 9, other numbers are not kosher :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on December 21, 2015, 10:39:49 pm
*eagerly awaits Soldier Diaries to track kills/stuns and all that awesome stuff and for the eventual Pirate Commendations/Awards*

This is definitely incredibly work for any mod and any player, ESPECIALLY for new players coming into the game (people are still actually trying out OpenXcom and experiencing 1996 X-Com/TFTD for the first time!), more so for total conversion mods when people haven't memorized everything (or can't because there's 4 different types of ammo for weapons that may do something differently).

Soldier Diaries does track kill/stuns. Not for X-P tho.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 22, 2015, 12:22:01 pm
Yes, exactly. And I don't mind palette problems either, compared to vast interface improvement. The way you have to do it now... It's pain.

Done, see attached screenshot.
There is a palette problem as expected, but it is so small I didn't even notice it at first :-)

Hehehe, yes, only then. Unless the only option available in-battle was to take the armor off completely :)

I did it only when in base (you can open the armor selection GUI by hotkey for "Abort mission", usually "A"). In battlescape, it does nothing.

Btw. I hacked it pretty ugly, so I would appreciate if somebody could test it, if it doesn't crash under various circumstances (e.g. multiple bases, multiple craft in bases, including wounded soldiers, anything else you can think of...).

I will upload a new version today in the evening (before 20:00 CET), after I implement some more features.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 22, 2015, 04:49:40 pm
New version is now available (in the first post).

Besides ability to change armor directly in Inventory, the Martial Training screen has been improved too, see screenshot.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Boltgun on December 22, 2015, 04:59:34 pm
I love it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on December 22, 2015, 05:00:21 pm
I love it.

I want to have his baby. ;)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: DracoGriffin on December 22, 2015, 05:40:59 pm
This is looking reeeeaaally good.

I can't wait to have Soldier Diaries though. Hurry up Yankes! :P

The endless possibilities to show off all kinds of goodies on stream/playthroughs!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on December 23, 2015, 11:23:30 am
Meridian, I know this question could be uncomfortable, but are you planning to update this branch whenever Yankes releases a new version? Unless he incorporates it in the OXCE, but I don't expect it at this point.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 23, 2015, 11:32:10 am
Meridian, I know this question could be uncomfortable, but are you planning to update this branch whenever Yankes releases a new version? Unless he incorporates it in the OXCE, but I don't expect it at this point.

Yes, my changes are mostly in the very stable part of the source code, so it should be very easy to update once OXCE 3.0 is out.
I will continue doing it at least during the duration of the X-PirateZ LP (cca 2 years? :) ). After that... too early to say.

EDIT: upgrade to Visual Studio 2015 (required for OXCE 3.0+) might be a small problem, but somebody will for sure help me with the (potential) compiling issues.

EDIT2: added myk002's manufacturing profitability with one improvement... if the number has only one significant digit (e.g. +$2M) then show one more digit after decimal point (e.g. +$2.7M)... because it makes a big difference if I make 1.0 or 1.9 million from my alcohol trading ;-)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 23, 2015, 07:48:01 pm
New version is available (in the first post).

New stuff:

v2015-12-23
  + showing total maintenance time directly on Intercept window (inspired by PR by bslaveboy, but done differently)
  + blink health bar on fatal wounds (by redv)
  + added manufacturing profitability (by myk002 with small improvement, see also: https://openxcom.org/forum/index.php/topic,3517.0.html)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 24, 2015, 04:12:17 pm
Today only one new feature:

I'm sure it happens to you too... all the time. You had a bad month, or missed a terror mission and suddenly UFO activity increased to 10x the usual value... and all your charts are completely useless because all the important information is cramped in a few pixels, because of a single big spike.

Well, now you can select the scaling of the charts manually.
Possible options:
1/ 0 to 90 (or -10 to 80 if there is at least one negative value)
2/ 0 to 180 (or -20 to 160)
4/ 0 to 360 (or -40 to 320)
8/ 0 to 720 (or -80 to 640)
16/ 0 to 1440 (or -160 to 1280)

If you don't select anything, the automatically calculated scale is applied as usual.

Finally useful charts! :D

PS: one example attached (same situation, 3 different scalings)... it's not the best example (I don't have a save with a big spike right now), but you get the idea...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on December 24, 2015, 04:15:34 pm
We need to put you on holiday more often!  Look at all the amazing things you are doing!! This is tremendous! <3
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on December 24, 2015, 11:06:15 pm
That's really awesome! I was thinking of suggesting a "scale to current month" function for graphs, but this does the trick!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 25, 2015, 03:45:24 pm
Changelog:
----------------
v2015-12-25
  + added soldier sorting into:
      * Vessels > Crew screen
      * Vessels > Armor screen
      * Hands on Deck screen (unlike other screens combobox is on the top of the screen, there was no place on the bottom)
      * VooDoo Classes screen
      * Martial Training screen

If I can I will add one more useful surprise to Hands on Deck (Soldier List) screen tomorrow.

Download in the first post.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on December 25, 2015, 05:08:54 pm
Could you publish your source code on github? Probably many people interested in more spicy version of extended would like grab it from there.

btw fun fact if you publish exe you should publish code too because GNU licensee obligate you to do it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 25, 2015, 05:15:22 pm
I am not very good with GitHub, last time I made a PR, it took me several hours and few attempts.

I wanted to prepare and publish Git patch files instead.
Maybe you can then publish them in a separate branch of your depo... that way it would be even on one place. OK?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bloax on December 25, 2015, 09:57:17 pm
Patch files are the superior choice here, so I can definitely encourage you to stay on that path.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on December 26, 2015, 01:24:38 am
I am not very good with GitHub, last time I made a PR, it took me several hours and few attempts.

I wanted to prepare and publish Git patch files instead.
Maybe you can then publish them in a separate branch of your depo... that way it would be even on one place. OK?
I can always help you with publishing to github. And for repo I think it would be better if you fork my repo. With this you will have full control on it and publishing will be one click for new visual studio (AFAIK vs2015 update 1 have plugin for that). And this will be still in one place. GitHub track all forks and show in one page:
https://github.com/SupSuper/OpenXcom/network
You can easy find all forks and commits of openxcom (and it will be better if your contribution would be under your name not mine).

Of coarse git was design that you can send your changes by mail, publishing combined patch will be fine too.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: eisenefaust on December 26, 2015, 06:07:34 am
Thanks Meridian for all the hard work you have put into this. I've been really enjoying your customizations to the project.
Do you think you also put up the zips containing your static smoke, custom music, and StatStrings? You may also consider putting a link to Dioxine's post about the barbershop to help new people find it easier.
I've been making my own custom stat strings but I'm more curious about your ranges for them all.
Thanks again! I look forward to more of your LP and updates!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 26, 2015, 11:54:16 am
Yes, I will upload also mods when I get back home. I don't have access to them right now.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 26, 2015, 04:30:50 pm
New version is available.

v2015-12-26
  + added column displaying "dynamic" stats (the one selected in combobox) on:
      * Vessels > Crew screen
      * Hands on Deck screen
  + added kneel indicator (inspired by PR from DreamThorn, but only did a cheap version without dedicated sprites)
  + added more info to Alien Containment GUI (if live alien sale is enabled)
  - restored back Multi-level view in Battlescape, UFopedia can be opened by hotkey (hotkey for UFOpedia, usually "U")

These are all features I wanted to implement ... I have a few more days though, can anyone think of a small but usable improvement I could do next?

Meridian
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on December 26, 2015, 04:37:24 pm
The only thing I was thinking about is like the kneel indicator, but for short units (that you might lose sight of behind a wall).  Attack dogs come to mind, and even enemy guard dogs.  I know you haven't really been playing with dogs in your LP like you did with FMP, but its something to consider. :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bloax on December 26, 2015, 04:46:07 pm
(https://dl.dropboxusercontent.com/u/63152810/n/xcom/CROUCH.gif)
Here's a slightly clearer indicator.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on December 26, 2015, 05:01:28 pm
(https://dl.dropboxusercontent.com/u/63152810/n/xcom/CROUCH.gif)
Here's a slightly clearer indicator.

I like this one. But I assume it requires adding new resources (the bitmap file), which makes it a bit less convenient to use, since it requires its own minimod or something. Still, I'll vote for this.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 26, 2015, 05:08:13 pm
(https://dl.dropboxusercontent.com/u/63152810/n/xcom/CROUCH.gif)
Here's a slightly clearer indicator.

This is already implemented here: https://github.com/SupSuper/OpenXcom/pull/1056

I made just a cheap version, which doesn't need any resources or rulesets... so that I can distribute only EXE.

The posh version will hopefully get into the vanilla soon... which will make my version obsolete.

The only thing I was thinking about is like the kneel indicator, but for short units (that you might lose sight of behind a wall).  Attack dogs come to mind, and even enemy guard dogs.  I know you haven't really been playing with dogs in your LP like you did with FMP, but its something to consider. :)

And what exactly should be done? I somehow missed the request in your sentence.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on December 26, 2015, 05:27:02 pm
Hmm... I guess I was thinking of some type of flag.... I thought I had seen one in your LP but maybe it was elsewhere.  It would probably require graphics assets though.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 27, 2015, 07:27:43 pm
New version available.

v2015-12-27
  + added info about medikit "ammo" on Hand UI
  + added info about medikit "target" on the Hand UI tooltip (more info here: https://openxcom.org/forum/index.php/topic,2915.msg56867.html#msg56867)
  + moved manufacturing error messages (not enough workshop space / not enough hangars) further down the chain (more info here: https://openxcom.org/forum/index.php/topic,4178.msg56841.html#msg56841)
  + improved remaining firing/throwing/melee accuracy display on Unit Stats GUI (more info here: https://www.ufopaedia.org/index.php?title=Accuracy_formula#Stat_Screen_Accuracy)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: eisenefaust on December 28, 2015, 08:07:43 am
Yes, I will upload all mods when I get back home. I don't have access to them right now.
Great! Thanks very much.
It also appears to me that you are using a worksheet or something to help you figure out what is best melee and ranged weapons for the gals to use. Would you mind sharing that as well? I would find it very interesting as well.
Thanks again!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on December 28, 2015, 12:36:37 pm
  + improved remaining firing/throwing/melee accuracy display on Unit Stats GUI (more info here: https://www.ufopaedia.org/index.php?title=Accuracy_formula#Stat_Screen_Accuracy)

What, exactly, is now shown? Not sure if I understand this, or at least I don't understand what your intention was...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 28, 2015, 12:47:20 pm
What, exactly, is now shown? Not sure if I understand this, or at least I don't understand what your intention was...

Assume your soldier has 100 firing accuracy and 100 health.
Assume the soldier loses 99 hp and now has only 1 hp.

The Unit Info screen (battlescape) will show you that remaining firing accuracy is 1 .... whereas it is actually around 75.

The chance to hit in the Action UI will correctly show you about 75% of the chance you had before injury ... which doesn't make sense when the other GUI shows you have remaining accuracy of 1. It is nothing game breaking... but for 20 years everytime I saw that my soldier has just 1 firing accuracy, I never even bothered to check the chance to hit, because I thought it would be around 0%... but that is definitely not the case... even losing almost all hitpoints costs you in worst case only 25% of your accuracy. So, it is actually worth using even soldiers close to death... which is something I learned only yesterday (thanks to a viewers comment on youtube and confirmed by Warboy) after 20 years... because of this glitch.

There are of course other bonuses and penalties... but they don't have such impact.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 28, 2015, 07:27:27 pm
New version available.

v2015-12-28
  + added sorting (and Size column) to Stores GUI -- inspired by DracoGriffin's suffering as he never has enough space after ending every mission :D
  + added fatal wounds indicator to Inventory GUI
  + added current turn indicator in the tooltip

PS: I found a lot more nice suggestions on the forum... I'll be reviewing/implementing them soon :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: DracoGriffin on December 29, 2015, 06:57:05 am
The quality of life improvements are insane; to think I even inspired something!

Yeah, I am almost 100% going to start a new campaign once Yankes updates to a more recent Nightly that contains Soldier Diaries so I can use all these things.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 29, 2015, 05:54:35 pm
A few more features today.

v2015-12-29
  + added primed grenade indicator to Hand UI (not animated)
  + added 2-handed weapon indicator to Hand UI
  + display recovery time when soldier is wounded (directly in the list)
  + added hotkey to de-equip armor from all soldiers at once in Equip Armor GUI (key for clear inventory, usually "X")
  + added hotkey to de-assign all soldiers from all craft at once in Equip Crew GUI (key for clear inventory, usually "X")

TODO list:
 select soldier paperdoll/avatar via GUI (in inventory)
 rename soldiers directly in inventory GUI
 break neck / cut throat
 show TUs when moving things between inventory slots
 show all visible aliens -- see https://openxcom.org/forum/index.php/topic,2394.0.html
 re-arrange base list
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on December 31, 2015, 10:05:33 am
Another thing that could be very useful - enabling the display of resistance type 0 on armor entries (now it is ignored).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 31, 2015, 11:33:12 am
Another thing that could be very useful - enabling the display of resistance type 0 on armor entries (now it is ignored).

Which armor can I use for testing?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on December 31, 2015, 11:37:36 am
Most armors have this resistance modified, but I guess Runt Outfit is the best bet. It works, as far as I can tell - just isn't displayed.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 31, 2015, 11:49:22 am
Most armors have this resistance modified, but I guess Runt Outfit is the best bet. It works, as far as I can tell - just isn't displayed.

So the damage type = 0 (DT_NONE).
The damage type description is "Unknown" (STR_UNKNOWN).
See attached example.

Should I change also the description from STR_UNKNOWN to something else? What kind of damage is it in PirateZ actually? In vanilla, I don't think it is used at all.

EDIT: I changed the description to STR_DAMAGE_NONE, you'll be able to translate it in PirateZ just like all other damage types
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on December 31, 2015, 12:22:27 pm
Awesome!:) It is known as 'Special' damage in the Pedia, but unknown works too. It is used by a few certain enemis and items, the only one you know by now is the battle flag. 'Charm' would be too specific to call it, but not too off from what it is.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 31, 2015, 10:04:05 pm
New version available.

v2015-12-31
  + added possibility to rename soldiers in the Inventory view
  + enabled the display of resistance to damage type 0 (DT_NONE) in UFOpedia
  + added "unseen" indicator for:
      * new research items
      * new manufacture items
      * new UFOpedia articles
v2015-12-30
  + added Select Avatar GUI to Inventory (with preview!)
  + using battlescape palette for Select Armor GUI in Inventory
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 01, 2016, 11:46:37 am
A small teaser before today's release... attached as animated GIFs ;-)

v2015-01-01
  + added possibility to re-order bases (by right-click)
  + showing TU cost when moving items between inventory slots -- I'm sure everybody wants this!

TODO (hopefully today):
  break neck / cut throat / coup de grâce
  show all visible aliens -- see https://openxcom.org/forum/index.php/topic,2394.0.html
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on January 01, 2016, 11:50:14 am
I love the latest feature. I love them all. :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bloax on January 01, 2016, 11:50:24 am
Quote
  + showing TU cost when moving items between inventory slots -- I'm sure everybody wants this!

wew lad
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 01, 2016, 08:22:23 pm
OK, last two... now I can finally return to gaming :P

v2015-01-01 (continuation)
  + added option to execute unconscious units with melee (blade) weapons -- more info here: https://openxcom.org/forum/index.php/topic,3833.msg57103.html#msg57103
  + added shortcuts to enemies visible by other soldiers (green enemy indicator) -- more info here: https://openxcom.org/forum/index.php/topic,2394.0.html

Screenshots attached.
Binaries available in the first post.
Additional ruleset for X-PirateZ available in the second post.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: eisenefaust on January 02, 2016, 08:09:27 am
v2015-12-30
  + added Select Avatar GUI to Inventory (with preview!)
Hi, Thanks again for all these great improvements. I'm a little confused on how to update the avatars in this version? I've tried various things from the inventory in equip vessel screen and while on battlescape but I haven't gotten it to work yet.
How do I use this new feature?
Thanks!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 02, 2016, 10:09:23 am
Hi, Thanks again for all these great improvements. I'm a little confused on how to update the avatars in this version? I've tried various things from the inventory in equip vessel screen and while on battlescape but I haven't gotten it to work yet.
How do I use this new feature?
Thanks!

Ooops sorry.
The hotkey is "M" (or anything you have bound to "Minimap" hotkey).

PS: it works only when the soldier is in the base (i.e. not on a mission)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: eisenefaust on January 02, 2016, 12:16:36 pm
Ooops sorry.
The hotkey is "M" (or anything you have bound to "Minimap" hotkey).

PS: it works only when the soldier is in the base (i.e. not on a mission)
Perfect! Thanks. Would it be possible to also have it accessed by Right-Click on Character Avatar? I just naturally tried that first, perhaps others feel the same way.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 02, 2016, 12:31:46 pm
As far as I see in the code, there are no borders for the avatar (it is actually a 320x200 surface, i.e. fullscreen).
I could hard-code some coordinates... but it would probably not work well with different resolutions and aspect ratios...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 02, 2016, 08:15:35 pm
New version available.

v2015-01-02
  + soldier sorting now supports also ID (order in which soldiers were hired) and name (by first letter only)
  + added experimental map border indicator to minimap
  + added experimental map border indicator to map (only visible when "show all layers" button is turned on)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: eisenefaust on January 03, 2016, 09:33:18 am
As far as I see in the code, there are no borders for the avatar (it is actually a 320x200 surface, i.e. fullscreen).
I could hard-code some coordinates... but it would probably not work well with different resolutions and aspect ratios...
Ok, no problem.

I was also talking to another friend of mine, who I've recently introduced XCOM to, and he was trying to equip soldiers by right-clicking them in the soldier list. What do you think about this? On some level it makes sense to me, but then again what do you do when then soldier isn't assigned to a craft?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 03, 2016, 05:07:30 pm
A few bugfixes today.

v2015-01-03
  + Fixed stat update after armor change in Inventory
  + Fixed scrolling issue (in Craft > Equip Armor GUI)


I was also talking to another friend of mine, who I've recently introduced XCOM to, and he was trying to equip soldiers by right-clicking them in the soldier list. What do you think about this? On some level it makes sense to me, but then again what do you do when then soldier isn't assigned to a craft?

I personally don't miss such a feature, but if more people ask for it, I can do it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on January 04, 2016, 02:59:42 am
I personally don't miss such a feature, but if more people ask for it, I can do it.

I think it's in line with other official improvements of GUI, like scrolling.

And like always, thanks for all the great work!

EDIT:

Have you perhaps considered this option (https://openxcom.org/forum/index.php/topic,3251.0.html)? Or is it already in perhaps?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 04, 2016, 10:42:52 am
Have you perhaps considered this option (https://openxcom.org/forum/index.php/topic,3251.0.html)? Or is it already in perhaps?

I think this was always in. You just need to modify/add the resources so that the frames are not all the same.

But frankly, I personally don't like too much animation... remember I am the guy who made even the smoke static ;-)

EDIT: This is already in. You can animate stuff and you can also animate it with different starting frames if you make multiple MCDs.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 04, 2016, 11:50:10 pm
New version available.
Mostly bugfixes and some improvements.

v2016-01-04
  * Inventory screen:
    + don't shift inventory grid labels anymore (when showing TUs needed to move items)
    + disabled moving fixed items in Inventory by Ctrl+click (for example cannot drop medikit-item from Nurse outfit)
    + clear/create/apply inventory template functionality now ignores fixed items
       * clear doesn't remove fixed items
       * create doesn't include fixed items
       * apply doesn't overwrite fixed items
  * Stat improvement screen:
    + increased the size of Stat Improvement table to 18 rows (so that we can see entire Bonaventura crew at once)
    + fixed CTD on mission end (caused by stat improvement calculation for non-soldiers, i.e. HWPs)

TODO: correctly equip fixed items when changing armor directly in Inventory (e.g. Nurse outfit)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on January 05, 2016, 01:36:02 pm
This is already in. You can animate stuff and you can also animate it with different starting frames if you make multiple MCDs.

And that's exactly the point, Volutar suggested a way to avoid syncing without making more MCDs (which really isn't an option, since MCD number is limited). I was asking about using the currently unused byte for telling the engine to start with a random frame, sorry for not being clear.

Good going with the improvements, can't wait to test them.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 05, 2016, 10:46:42 pm
New version's up.

v2016-01-05
  + now properly equipping also fixed items when changing armor in the Inventory... I would appreciate if somebody helped me test this some more
  + merged SupSuper's code fixing problems with Graphs when there are more than 16 countries (wrong total, wrong colors, wrong values, etc.), more info here: https://openxcom.org/bugs/openxcom/issues/1148
    * BIG thanks to SupSuper!
  + added hotkey to open Inventory from Craft Equipment (same as in battlescape, usually "I")
  + fixed the Apply inventory template button... which I accidentally broke yesterday ;-)


Good going with the improvements, can't wait to test them.

I would really appreciate that. I have tested all of them, but (most probably) not all the cases. There are features in OXC/OXCE, which I don't even know about and forgot to consider them... like the last case with the fixed items on armors (e.g. Nurse outfit, Alliance advisor or even a dog)... but that should be fixed with today's version.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: eisenefaust on January 07, 2016, 06:47:21 am
Yay! Second post has statstrings, static smoke, and music now!
Thanks for adding this so soon!
I found your statstring settings really interesting! I added 'T' and 't' for throwing skill with same ranges as firing skill for 'M' and 'm'.
I'm curious why you didn't have a throwing accuracy statstring already since all the bow usage? Did you find that throwing weapons fall off and everyone should go for guns, is it that throwing skill is easy to train with tossing flares that you didn't have to worry about it, or something else I'm not thinking off?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on January 07, 2016, 12:27:37 pm
I thin I've written it somewhere already but can't find it now, so I'll repeat here.

Would it be possible to make beer, rum etc. consumable items? What I mean is that if you drink all the charges, you shouldn't get all your bottle back in the base; you should just lose it and buy or brew a new one. If you have some partially finished bottles, the remaining content should combine to form as many full bottles as possible, exactly like ammo.
Actually, medikits and bandages should follow the same mechanics... In vanilla it is assumed that you can simply replenish their content in base, but in Piratez it's not so trivial.

Another but related thing about drinkable stuff is that it's weird that the bottles are clearly divided into three parts (healing, painkillers and stimulation). It would be more natural if each sip gave you all three effects at once (or two, if some component is not present).

So Meridian, do you think it can be done? I know it's probably not trivial, but I think it's dearly needed.


EDIT:

One more thing: would it be possible to have a filtering system in the Craft/Equipment screen? Like displaying only weapons, or maybe even only melee weapons, or perhaps even only one-handed weapons? This would be really handy for example whenever I am looking for a pistol for my melee warrior and it's hard to see what we have, especially when I have tons of stuff (or doing tests in Quick Battle).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on January 09, 2016, 12:06:56 am
Quick Question - Are commendations involved?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on January 09, 2016, 12:40:55 am
I thin I've written it somewhere already but can't find it now, so I'll repeat here.

Would it be possible to make beer, rum etc. consumable items? What I mean is that if you drink all the charges, you shouldn't get all your bottle back in the base; you should just lose it and buy or brew a new one. If you have some partially finished bottles, the remaining content should combine to form as many full bottles as possible, exactly like ammo.
Actually, medikits and bandages should follow the same mechanics... In vanilla it is assumed that you can simply replenish their content in base, but in Piratez it's not so trivial.

Another but related thing about drinkable stuff is that it's weird that the bottles are clearly divided into three parts (healing, painkillers and stimulation). It would be more natural if each sip gave you all three effects at once (or two, if some component is not present).

So Meridian, do you think it can be done? I know it's probably not trivial, but I think it's dearly needed.


EDIT:

One more thing: would it be possible to have a filtering system in the Craft/Equipment screen? Like displaying only weapons, or maybe even only melee weapons, or perhaps even only one-handed weapons? This would be really handy for example whenever I am looking for a pistol for my melee warrior and it's hard to see what we have, especially when I have tons of stuff (or doing tests in Quick Battle).
I think consumable medikit probably more appropriate to my branch than Meridian. Soon I will start again taking requests because I'm finishing scripting (99% done). After that I could look on that.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on January 09, 2016, 01:28:55 am
I think consumable medikit probably more appropriate to my branch than Meridian. Soon I will start again taking requests because I'm finishing scripting (99% done). After that I could look on that.

Oh good, that would be nice. Thanks.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 09, 2016, 11:52:30 am
I think I've written it somewhere already but can't find it now, so I'll repeat here.

1/ Would it be possible to make beer, rum etc. consumable items? What I mean is that if you drink all the charges, you shouldn't get all your bottle back in the base; you should just lose it and buy or brew a new one. If you have some partially finished bottles, the remaining content should combine to form as many full bottles as possible, exactly like ammo.
Actually, medikits and bandages should follow the same mechanics... In vanilla it is assumed that you can simply replenish their content in base, but in Piratez it's not so trivial.

2/ Another but related thing about drinkable stuff is that it's weird that the bottles are clearly divided into three parts (healing, painkillers and stimulation). It would be more natural if each sip gave you all three effects at once (or two, if some component is not present).

3/ So Meridian, do you think it can be done? I know it's probably not trivial, but I think it's dearly needed.

1/ Yes, making medikit-type items consumable is possible and quite a good idea for piratez.

2/ All 3 effects by drinking alcohol is also easily doable... but doesn't make too much sense to me. You drink alcohol for pain killer and for energy recovery, but you pour it on the wound when you want to heal. So at least these two are clearly separate, no? As for pain killer and energy/stun recovery, we could think about it... but honestly, who ever uses pain killers...? I guess we can just happily ignore them...

3/ It can be done. I guess it would take me between 4 and 10 hours, including testing. However, since this would not have any immediate use for anyone, I would need to know that sombody is actually planning to use it in their mod... so far only xpiratez is using oxce, so the question goes directly to dioxine I guess. I will not implement any features until I know for sure that they will be used. 4-10 hours may seem like nothing, but I value my time a lot.

One more thing: would it be possible to have a filtering system in the Craft/Equipment screen? Like displaying only weapons, or maybe even only melee weapons, or perhaps even only one-handed weapons? This would be really handy for example whenever I am looking for a pistol for my melee warrior and it's hard to see what we have, especially when I have tons of stuff (or doing tests in Quick Battle).

Yes, that's a great idea... I also had it in the back of my head, but somehow it didn't pop up. I will put it on my todo list.

Quick Question - Are commendations involved?

No.

I think consumable medikit probably more appropriate to my branch than Meridian. Soon I will start again taking requests because I'm finishing scripting (99% done). After that I could look on that.

Agreed.
I can make a PR though, if I would implement it sooner than you.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bloax on January 09, 2016, 02:36:20 pm
I think consumable medikit probably more appropriate to my branch than Meridian. Soon I will start again taking requests because I'm finishing scripting (99% done). After that I could look on that.
Say, would your scripting stuff allow for scriptable weapon actions?
Like a "weapon" that has an action that causes arbitrary stat changes potentially with arbitrary 'status effects' that last for a set amount of time?
An arbitrary example would be a potion of vitalization that restored 10 hp up to max outside of the status effect, and gave str+5 tu+10 stamina+20 for 4 turns.

This has been brought to you by the Ministry of Arbitrary Questions about Arbitrary Concepts.

or is it just map scripting
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on January 09, 2016, 02:54:37 pm
Exactly, when I will add script events on bullet hits (and some "buffs") you could do that. But this will not be available on beginning.
First thing that you can be able to do will be recoloring of unit sprites (it can look like christmas tree if you want) and switch graphic parts of sprite as you fit (image flying armor that have moving wings when in air, or simply more torsos instead only male and female).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on January 09, 2016, 03:14:07 pm
1/ Yes, making medikit-type items consumable is possible and quite a good idea for piratez.

Oh good.

2/ All 3 effects by drinking alcohol is also easily doable... but doesn't make too much sense to me. You drink alcohol for pain killer and for energy recovery, but you pour it on the wound when you want to heal. So at least these two are clearly separate, no?

Hmm... I thought it was used both internally and externally, it's magical rum after all. :) Frankly, I don't know, you can be right. We need Dioxine to have a final say.

As for pain killer and energy/stun recovery, we could think about it... but honestly, who ever uses pain killers...? I guess we can just happily ignore them...

I don't really use it either, but it's more about design principles. I guess it depends on the decision on healing - if it goes in, then painkillers would go in, too.

3/ It can be done. I guess it would take me between 4 and 10 hours, including testing. However, since this would not have any immediate use for anyone, I would need to know that sombody is actually planning to use it in their mod... so far only xpiratez is using oxce, so the question goes directly to dioxine I guess. I will not implement any features until I know for sure that they will be used. 4-10 hours may seem like nothing, but I value my time a lot.

No, I agree, it's not a trivial amount of time. :) X-Com Files will use OXCE too, and I think it highly probable that it'll be used somehow, but I have no particular plan yet.

Yes, that's a great idea... I also had it in the back of my head, but somehow it didn't pop up. I will put it on my todo list.

Great!

Exactly, when I will add script events on bullet hits (and some "buffs") you could do that. But this will not be available on beginning.
First thing that you can be able to do will be recoloring of unit sprites (it can look like christmas tree if you want) and switch graphic parts of sprite as you fit (image flying armor that have moving wings when in air, or simply more torsos instead only male and female).

Does it mean we can assign random sprites to units, or at least random colours to their parts (like currently with skin/hair)?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 09, 2016, 03:44:07 pm
An arbitrary example would be a potion of vitalization that restored 10 hp up to max outside of the status effect, and gave str+5 tu+10 stamina+20 for 4 turns.

Hope not, it's useless to me (as it'd force the player to juggle potions like an idiot instead of fighting) and due to complexity, burden OXCE with endless bugs that'd disrupt the currently working mechanism.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on January 09, 2016, 03:44:55 pm
Does it mean we can assign random sprites to units, or at least random colours to their parts (like currently with skin/hair)?
You will be able choose any body part graphic for any body part in current unit PCK file. You will get index of current body part graphic and you will return any index you want (it can be outside of standard set).
And for color, you will get current pixel color, current shade, what body part it belong to, unit and its data, animation counter. What you will do with it is up to you.
You can take race/gender of unit and change result color based on this or not if you want. Now some sneak peek (this is my test case to see if I don't break my own code):
Code: [Select]
armors:
  - type: STR_NONE_UC
    recolorScript: |
      set r1 in;
      get_shade r0 r1;
      get_color r2 r1;
     
      set r3 0;
      if eq blit_part blit_legs;
        testFunc r3 1;
        testFunc r3 r3;
      else eq blit_part blit_leftarm;
        set_color r1 5;
      else eq blit_part blit_rightarm;
        set_color r1 11;
      else;
        set r3 0;
      end;
     
     
      test r2 15;
      goto_eq body;
     
      add_shade r1 shade;
      ret r1;
     
      body:
      set r2 r0;
      mul r2 -1;
      add r2 16;
      add r0 anim_frame;
      BattleUnit.getId unit r3;
      add r0 r3;
      wavegen_tri r0 16 16 r2;
     
      bbb:
      set_shade r1 r0;
      add_shade r1 r3;
     
      ret r1;
This code will result in something like that:
(https://i.imgur.com/Ejk34q9.png)
(https://i.imgur.com/d3n7XM6.png)
(https://i.imgur.com/gBZlCzv.png)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on January 09, 2016, 04:56:04 pm
Brilliant work. I restarted my game because of this. I also love the Pirate music collection.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bloax on January 09, 2016, 05:05:40 pm
Hope not, it's useless to me (as it'd force the player to juggle potions like an idiot instead of fighting) and due to complexity, burden OXCE with endless bugs that'd disrupt the currently working mechanism.
That's a pretty shortsighted reply. o_O
Status effects have been a core of TBS games for a while due to it being such an interesting mechanic to work with.
Juggling drugs like a retard is a balance issue more than anything; you wouldn't be juggling them if they were both tactically valueable and very scarce, nor if they lasted a very long time.

Not to mention the potential of permanent negative side-effects.. Hehehe.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 09, 2016, 07:10:14 pm
That's a pretty shortsighted reply. o_O
Status effects have been a core of TBS games for a while due to it being such an interesting mechanic to work with.
Juggling drugs like a retard is a balance issue more than anything; you wouldn't be juggling them if they were both tactically valueable and very scarce, nor if they lasted a very long time.

Not to mention the potential of permanent negative side-effects.. Hehehe.

Not as much short sighted as selfish, if anything.

I've been playing games for 30 years and modding them for 20. I know my sh*t and I know what I'm talking about. Played hundreds of games with f*cking status effect potions and hated them every time, unless the boost was a major one (think Diablo altars) and the potions very rare. However, X-Com is a game with manufacturing so, there is no chance in hell the potions will be rare. So stat modifiers yes, but not in the battlescape. F*ck, I want body augmentations to be a thing at some point. Just no magic potions.

So yeah, spending entire turns drinking potions so you can get some slight edge in combat? F*ck that, not in my mod. That'd mean I'd have to balance the game with potions in mind, so not using potions would be a dumb choice, and a choice between dumb and tedious is a very bad choice. So I am selfish in a sense that I will not use such mechanics (well, I would to some degree if they were there, but I don't need them per se) and still get all the bugs that always come with features.

Otoh the thing Yankes is doing now is immensely useful, as it would, for example, finally allow night vision to be playable.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on January 09, 2016, 07:14:25 pm
Well, magic potions can also be a mod. :) If someone wants them in (I surely don't, God forbid), sure, it's a free country. :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bloax on January 09, 2016, 07:19:34 pm
Oh but I'm just asking out of morbid curiosity.
Getting the potential of some real Sword & Sorcery with spells and all that jizz all up in the xcom engine would be great.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on January 10, 2016, 02:43:07 pm
Oh but I'm just asking out of morbid curiosity.
Getting the potential of some real Sword & Sorcery with spells and all that jizz all up in the xcom engine would be great.

In another game, sure. "Fantasy X-Com" has been a thing on this forum for a long time, there's some resources made (by Luke83 I believe), so it could be nice if designed well.

But I think a better solution for Piratez would be item bonuses, like: +10 Accuracy when in hand.


EDIT: Meridian, after some testing I think while the green enemy markers are great, it would be better if they didn't blink. Blinking normally signifies IMMEDIATE DANGER in games (and other machine), and on an enemy that is not nearby it is confusing since it stirs wrong instincts in the player's mind. So I think it would be better if they were just flat green squares, even though they wouldn't look as awesome.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 10, 2016, 02:54:22 pm
@Meridian
Having tested these improvements a bit, I find them great, and no bugs so far. But I'd like some changes to be optional... the ones I found controversial:

- Production profitability view (I like it but things like these are generally optional);
- Execution (my ire is it always kills the target, that's why I want it to be optional, but otoh it is a nice improvement);
- Item Handeness display (it's useful but a bit superfluous to me, since I see handeness on the battlesprite, so I vote for optional);
- Light background on the minimap (I personally prefer the original, black one for the immersion; both options should be possible).

Also:
- I agree with solar that the green indicators shouldn't be blinking.
- We could also improve the kneel display but I don't know how yet (the current indicator is okay but I think it could be better).
- The avatar toggle should support all 128 possible avatars, not just 32 (I already have further 16 ready for the next release).

And the final request would be for the .exe to be standalone, with these dlls integrated, if it is possible - it'd be much cleaner and easier to upgrade/switch versions.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 10, 2016, 11:29:43 pm
EDIT: Meridian, after some testing I think while the green enemy markers are great, it would be better if they didn't blink. Blinking normally signifies IMMEDIATE DANGER in games (and other machine), and on an enemy that is not nearby it is confusing since it stirs wrong instincts in the player's mind. So I think it would be better if they were just flat green squares, even though they wouldn't look as awesome.

Not blinking green indicators are ok for me too, will do.

@Meridian
Having tested these improvements a bit, I find them great, and no bugs so far. But I'd like some changes to be optional... the ones I found controversial:

- Production profitability view (I like it but things like these are generally optional);
- Execution (my ire is it always kills the target, that's why I want it to be optional, but otoh it is a nice improvement);
- Item Handeness display (it's useful but a bit superfluous to me, since I see handeness on the battlesprite, so I vote for optional);
- Light background on the minimap (I personally prefer the original, black one for the immersion; both options should be possible).

Also:
- I agree with solar that the green indicators shouldn't be blinking.
- We could also improve the kneel display but I don't know how yet (the current indicator is okay but I think it could be better).
- The avatar toggle should support all 128 possible avatars, not just 32 (I already have further 16 ready for the next release).

And the final request would be for the .exe to be standalone, with these dlls integrated, if it is possible - it'd be much cleaner and easier to upgrade/switch versions.

1/ production profitability is already in vanilla (few days ago) so with next bigger update it will not be my code at all
2/ all features you mentioned can be made optional, see more info about it below... for now i will make those you mentioned
3/ there is a much better kneel indicator here: https://github.com/SupSuper/OpenXcom/pull/1056  -- I can just include this one, but you will have to add additional sprites and ruleset into piratez... I don't want to distribute such things myself
4/ how would the avatar toggle work then? a list with 128 options seems too much...
5/ I don't know how to make a standalone EXE, but Yankes promised to help with that

In general my plan is to:
1/ make a video with description of all features from 2.5b+
2/ ask SupSuper/Warboy what can I PR into vanilla (with/without advanced option)
3/ merge what I can into vanilla
4/ ask Yankes what I can merge into OXCE 3.0 (with/without advanced option)
5/ merge what I can into OXCE 3.0
6/ keep the rest in my branch

Also, I won't be doing PRs before they are actually approved first... I don't have time to waste.
Also, before merging, I would do proper support for translations, TFTD, and all that jazz... which is not there at the moment.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: sambojin on January 11, 2016, 12:52:20 am
Thanks for the great .exe mod. The quality of life features, all bundled into one package, has been very useful.

Inventory from virtually anywhere and *any* kneeling indicator is worth it alone. Especially when you abuse smoke grenades as much as I do. Little things like the playfield area indicator are nice too.

Here's hoping they roll pretty much the entire mod into oXc vanilla, so everyone else gets to use these great features as well. But if they don't, you've made my life easier, by far.

Keep up the good work, and thanks again for all the effort you've put into this.

I'm following your LP and rather enjoying it, even if your tactics are massively different to mine.

Now, off to train my wiki-fu. How can exploding cannonballs for the assault cannon not be on there? They are one of the most Piratez'y things ever (and probably the best artillery in the game, for the price). 3-4 cannons destroy almost anything, from almost anywhere, for a cost your gals can afford. Think of them as bows for real women. Never waste time training throwing again :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bloax on January 11, 2016, 07:28:44 pm
3/ there is a much better kneel indicator here: https://github.com/SupSuper/OpenXcom/pull/1056  -- I can just include this one, but you will have to add additional sprites and ruleset into piratez... I don't want to distribute such things myself
For that I would suggest
(https://dl.dropboxusercontent.com/u/63152810/n/xcom/CROUCH.gif)
this over-the-top button from earlier that will absolutely stick out in the interface.

just in case people forgot :v
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 11, 2016, 11:25:12 pm
New version is up.

v2016-01-11
  + Added adv. option for Minimap border indicator
  + Added adv. option for 2-handed indicator
  + Added adv. option for Coup de grace
  + Added audio feedback to execute action (Coup de grace)
  + Disabled blinking of the green enemy indicator
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 12, 2016, 12:51:18 pm
3/ there is a much better kneel indicator here: https://github.com/SupSuper/OpenXcom/pull/1056  -- I can just include this one, but you will have to add additional sprites and ruleset into piratez... I don't want to distribute such things myself
4/ how would the avatar toggle work then? a list with 128 options seems too much...

I will include the button (preferably the one in the commit, as it looks non-invasive), if you tell me exactly what to do :)
As for the avatars - firstly, a list of 128 items is not a biggie; secondly, frankly there is no choice as OXCE supports up to 128 avatars - unless you'd make the list length auto-detect the number of avatar variants, or make it ruleset-definiable...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 12, 2016, 02:01:59 pm
I will include the button (preferably the one in the commit, as it looks non-invasive), if you tell me exactly what to do :)

You can either include it as a standard mod for piratez, see attached... or integrate it directly into piratez.

I've added support for it into my build... download will be available later in the evening.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 12, 2016, 02:19:45 pm
Thx, integrating that directly (too good to miss out).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on January 12, 2016, 02:23:00 pm
New version is up.

v2016-01-11
  + Added adv. option for Minimap border indicator
  + Added adv. option for 2-handed indicator
  + Added adv. option for Coup de grace
  + Added audio feedback to execute action (Coup de grace)
  + Disabled blinking of the green enemy indicator

Thanks - great work. I didnt mind the blinking. I guess the demands of the many override the few. The green indicator is really useful. At times in easier maps I like to keep one soldier in sight of the stunned personnel. I no longer need to cycle through each soldier to find if a stunned enemy is awake - now I just looked out for the green.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 12, 2016, 02:28:17 pm
I guess the demands of the many override the few.

No, demands of creators override the demands of the users, unless the users can prove the creator(s) being delirious :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on January 12, 2016, 05:06:39 pm
No, demands of creators override the demands of the users, unless the users can prove the creator(s) being delirious :)

Fair change of words...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 12, 2016, 05:46:16 pm
New version is up.
Some testing for the new accuracy training would be appreciated.

v2016-01-12
  + Rebalanced throwing and firing accuracy training, more info here: https://openxcom.org/forum/index.php/topic,4220.msg57516.html#msg57516
  + Added support for custom kneeling indicator, more info here: https://openxcom.org/forum/index.php/topic,4187.msg57501.html#msg57501
  + Unseen (ufopedia/research/manufacture) indicators now work also in debug mode
  + Enhanced movement methods
      * when holding SHIFT while selecting target tile... the unit will walk/run there WITHOUT stopping when it spots an enemy
      * shift is usually a hotkey for "select previous unit"... so you will have to remove that hotkey in Options in order to use this new feature
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: sambojin on January 13, 2016, 03:13:14 am
  + Enhanced movement methods
      * when holding SHIFT while selecting target tile... the unit will walk/run there WITHOUT stopping when it spots an enemy
      * shift is usually a hotkey for "select previous unit"... so you will have to remove that hotkey in Options in order to use this new feature

Flamer and prod group run-ins just got all the more convenient. Thanks.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 13, 2016, 06:45:15 pm
New version is up.

v2016-01-13
  + Added filtering to Craft Equipment UI, see screenshot
  + Further rebalance of firing/throwing/melee accuracy training, more info here: https://openxcom.org/forum/index.php/topic,4220.msg57591.html#msg57591
  + Added option for wounded soldiers to fight in base defense, more info here: https://openxcom.org/forum/index.php/topic,4225.0.html
  + Unhardcoded number of avatars
  + Separate message for "no line of sight"
  + Separate message for "no arc of fire"
  + Throwing experience also improves secondary stats now (i.e. hp, stamina, tu and strength)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 14, 2016, 10:35:02 am
I just wanted to randomly thank you, Meridian, all your improvements really give my (and any OXCE) mod a new life :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 14, 2016, 11:37:56 am
I just wanted to randomly thank you, Meridian, all your improvements really give my (and any OXCE) mod a new life :)

Much appreciated.
I would have a favour to ask, if you have some spare time.

I am still going through that experience training stuff and I need to do a lot of testing/debugging... it is however taking forever to load PirateZ in debug mode (literally 10+ minutes). Would you be able to extract some weapons from piratez and make them a standalone mod pack for xcom1 for me for testing purposes?

The list would be:

true melee: cutlass, rope
short range: hammer, chainsaw, fuso knives, zapper, flamethrower, fusion torch
long range (arc): javelins, combat bow, grenade launcher or mortar (all types of ammo)
long range (line): panzerfaust, harpoon gun, any shotgun (with pellets)
disposables: molotov, black powder bomb, stick grenade, flask o acid, apple
grenades: willie pete, acid grenade, stun grenade, crate of violence

no need, already in xcom1: stun rod, he grenade, smoke grenade, proxy grenade, rifle, rocket launcher, blaster launcher, etc.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 14, 2016, 01:58:07 pm
Quite a list... That might take me a better part of the day...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 14, 2016, 04:10:05 pm
Okay, done and quickly tested - appears to work. No strings to save time.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on January 14, 2016, 04:24:43 pm
Okay, done and quickly tested - appears to work. No strings to save time.

You are terrific.  This collaboration is amazing!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 14, 2016, 06:29:54 pm
v2016-01-13
  + Added filtering to Craft Equipment UI, see screenshot

Found two issues:
1. flamethrower flasks... they are only displayed in long range flamer, not normal flamer... can't fix that, item (the flask) can be only in one category
2. fusion torch flask... also displayed in long range... I will fix that this week

Okay, done and quickly tested - appears to work. No strings to save time.

That helped me a LOT... like speed up factor 20.

Anyway 3 questions:
a/ Rope doesnt seem to work (game crashes), could you have a look?
b/ While debugging I found support for melee weapons with ammo... are you aware of any such weapons in any mod?
c/ Please add Battle Flag too... btw. what should using that train?

All in all, I think I have a better understanding of the mechanics and will be able to implement also throwing training on actual grenade (explosion) hit; rather than only throw itself.
It will take me a few days though...

PS: fun fact... I didn't test it, but it looks like you cannot train firing on mind controlled aliens; but you can train melee on them ;-)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 14, 2016, 07:08:46 pm
a) Probably misplaced/missing hit sound or hit anim, deleting these should allow the rope to work. Handob, bigob and floorob work.
b) Yeah, tried those, they do work, but make little sense to me due to how magazines are/were handled (use 1 charge, lose magazine - even if the magazine has unlimited uses). I don't have any working code on hand, though.
c) When I have the time, rather not today. About training... This brings up another special case altogether. I guess any weapons that are using Special damage should train Psi Skill, but only if the soldier has been screened. Same should go for any weapon that uses psi skill or power for damage formula (not accuracy... I think?). This should override all other cases.

Training melee on MCed aliens seems to be a bug... But I guess eliminating abuses is simply impossible. Oh and make sure coup de grace doesn't train anything by accident :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 16, 2016, 09:35:53 pm
New version's up.

v2016-01-16
  + Completely new experience award / accuracy training system, more details here: https://openxcom.org/forum/index.php/topic,4230.0.html

I am taking a break, this one was a tough cookie.
Any help with testing is appreciated... although I think I tested all possible combinations.
Everytime I close my eyes I see a yellow "+1" in front of me.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 17, 2016, 11:13:23 am
You can either include it (toggle kneel button) as a standard mod for piratez, see attached... or integrate it directly into piratez.
I've added support for it into my build... download will be available later in the evening.

Thx, integrating that directly (too good to miss out).

FYI, it has been merged into vanilla now... with next OXCE upgrade you can/should remove it again.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 17, 2016, 11:33:59 am
Not sure I want the upgrade to the newest nightly, I have a feeling that Sup's upgrades will say something along "we've found 20,000 files with slightly wrong palette, so far it only affected OSX users, but now they'll be f*cked up on any system, have a nice day." (so funny, the standards for modders third parties are now so high that the OG failed to meet them) :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 17, 2016, 12:30:43 pm
Not sure I want the upgrade to the newest nightly, I have a feeling that Sup's upgrades will say something along "we've found 20,000 files with slightly wrong palette, so far it only affected OSX users, but now they'll be f*cked up on any system, have a nice day." (so funny, the standards for modders third parties are now so high that the OG failed to meet them) :)

Well, we'll see after it happens.

But as a developer I have to agree with them, there's just too many bug reports and more checks and standards are unavoidable to keep their sanity in one piece.
Too bad it didn't come earlier though.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 17, 2016, 01:23:14 pm
If you're saying that as a professional developer, meaning enterprise working on a for-profit basis, I absolutely agree. And that precisely what's bugging me, since OXC, being an open-source project, isn't a for-profit enterprise. I was unsettled by Sup using business language, and suggesting modders are some third-party contributors (just like the relationship between Steam and game devs). We're not. That's not how open source works IMO. The compatibility of my mod with this or that platform should be my own responsibility, not an enforced requirement. At least in an open-source model. Making a mod I am working for my personal reasons. If these personal reasons do not involve extra work neeeded to support non-PC platforms, I have 2 choices: do work for free just to support OXC team (which I'm not ruling out, to be clear), or quit. It's not some sense of entitlement, as someone could suggest if they wanted to prove I'm just a whining kid, but a cold calculation.

If this is turning to a for-profit enterprise, sure thing, it's their choice, nothing wrong with doing business, but AFAIK nobody was presented with any contract to sign, which is a bad business practice, to say the least. Of course to make any business on OXC, you need the rights to the XCOM franchise, and that's where Firaxis enters the picture. In the end, it is them who have everyone by the balls, because, let's be serious, what normal person would dare to risk a lawsuit from Firaxis.

Maybe I'm paranoid, maybe these are just products of my imagination, but I'm just voicing my private opinion here, that's it. A private, independent opinion of someone who supports hacker movement, posted here only on the grounds of freedom of speech, without the intention of besmirching, insulting or attacking anyone.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 17, 2016, 01:47:08 pm
Don't really know what to say... maybe I missed something important.

I don't think OXC is turning into anything even remotely for-profit, ever.
Also, I think 99.7% of your assets will still work after the upgrade... and if not... well, we can just revert the change that caused the incompatibility (either in OXCE or my my fork) and everything will be as previously again. No need to panic ;-)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: hellrazor on January 17, 2016, 02:03:56 pm
Also, I think 99.7% of your assets will still work after the upgrade... and if not... well, we can just revert the change that caused the incompatibility (either in OXCE or my my fork) and everything will be as previously again. No need to panic ;-)

I can confirm that, didn't had any issues with own Mod. But i took care of Gif's and unproperly aligned palettes in all graphics of my Mod a while ago so :>
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 17, 2016, 03:04:29 pm
Yeah, just wanted to make myself clear. And it's good to hear the incompatibility issues aren't, actually, that serious. I can always ask Hellrazor for the 'more proper' palettes anyway and write a macro to do the change in bulk while cursing quietly 'they did it again' (I was through this once already, 2 years ago or so, when OXC team suddenly decided battescape color #15 cannot be used - but back then I had like, 1% of resources I have now). I'm mainly afraid because I didn't give a damn if the palette is arbitralily proper or not, only if the game displays it properly or not, and I dare anyone to find a display error in my resources. We'll see how it goes :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 20, 2016, 06:28:34 pm
I think I've written it somewhere already but can't find it now, so I'll repeat here.

1/ Would it be possible to make beer, rum etc. consumable items? What I mean is that if you drink all the charges, you shouldn't get all your bottle back in the base; you should just lose it and buy or brew a new one. If you have some partially finished bottles, the remaining content should combine to form as many full bottles as possible, exactly like ammo.
Actually, medikits and bandages should follow the same mechanics... In vanilla it is assumed that you can simply replenish their content in base, but in Piratez it's not so trivial.

2/ Another but related thing about drinkable stuff is that it's weird that the bottles are clearly divided into three parts (healing, painkillers and stimulation). It would be more natural if each sip gave you all three effects at once (or two, if some component is not present).

3/ So Meridian, do you think it can be done? I know it's probably not trivial, but I think it's dearly needed.

1/ Done, all medikit-type items can be consumable now by adding a flag to ruleset "isConsumable: true". Each component (pain killer, stim, heal) is counted separately, they don't mix!

Example:
Vodka has 5 pain killers and 5 heals.
a/ If you use 2 pain killers from 7 vodkas and 1 heal from 4 vodkas... you have spent 14 pain killers and 4 heals. Which totals to 3 used vodkas together.
b/ If you use 3 pain killers and 3 heals... it's only one used vodka.

2/ This was not done... I don't like it. Would work for alcohol, but doesn't work for medi-kits...

3/ Download will be available later in the evening... I hope that modders, which decide to use this feature will decrease the cost accordingly.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 20, 2016, 07:45:12 pm
Interesting! Finally, bandages etc. can be much more realistic (and in realistic prices, without paying premium for 'magic'). Damn you Meridian, I have so many healing items, I have to do so much work again! :)
The thing that gripes me is that once medkits work realistically, the problem of 'magic' alcohol, and 3-in-one bottles ('drink with the left mouth corner to heal, right corner to stimulate and trough a straw for painkiller') will be glaring as heck. I think I will make all alcohol single-type healing item then (just like crack or smokes), and add all extras by the magic of OXCE. Example: Basically, Rum will be wound-healing only, but I will make it to also restore stamina, stun and morale as a secondary effect.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 20, 2016, 09:37:31 pm
New version is available.

v2016-01-20
  + Right-click on "Select Next Unit" button selects the previous unit
  + Added hotkey to de-equip all items from a craft at once (same as clear inventory, usually "X")
  + Added support for true two-handed weapons
  + Improved short range weapons filtering (i.e. fixed Fusion Torch)
  + Resized buttons on Craft Equipment UI
  + Added support for consumable medikits
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 20, 2016, 10:10:47 pm
  + Added support for true two-handed weapons

*Salivating*

Also, how do I designate a weapon to be "true two handed"?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 21, 2016, 12:51:25 pm
Scratch that, already done, works just fine :)

My current wishlist: :3

1. behaviour change for fixed builtInWeapons:
- if they're battletype 0 (none), do not equip them in hand, but in an inventory slot, just like they were non-fixed builtInWeapons. Why? You can eg. replace backpack space on a flying armor with a fixed jetpack sprite, block some slots in "sexy" outfits (instead of the convoluted weight system used now), replace backpack with an ammo pack if an armor has fixed minigun etc. I think it is very cool as allows for more variation in outfits, and much, much easier than trying to mod Inventories on a per-armor basis.

2. Akimbo shooting!
Not that much for myself, but I know many people would love to fire pistols from both hands.
- You need to have an one-handed, battletype 1, non-arcing weapon in each hand;
- Only firing options that are present in both weapons are available (Snap, Aim, Auto)
- TU cost is 67% compared to TU cost of both attacks combined;
- both attacks receive -40% accuracy penalty
- Execution - not sure, hotkey???
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on January 21, 2016, 10:01:58 pm
Scratch that, already done, works just fine :)

My current wishlist: :3

1. behaviour change for fixed builtInWeapons:
- if they're battletype 0 (none), do not equip them in hand, but in an inventory slot, just like they were non-fixed builtInWeapons. Why? You can eg. replace backpack space on a flying armor with a fixed jetpack sprite, block some slots in "sexy" outfits (instead of the convoluted weight system used now), replace backpack with an ammo pack if an armor has fixed minigun etc. I think it is very cool as allows for more variation in outfits, and much, much easier than trying to mod Inventories on a per-armor basis.

2. Akimbo shooting!
Not that much for myself, but I know many people would love to fire pistols from both hands.
- You need to have an one-handed, battletype 1, non-arcing weapon in each hand;
- Only firing options that are present in both weapons are available (Snap, Aim, Auto)
- TU cost is 67% compared to TU cost of both attacks combined;
- both attacks receive -40% accuracy penalty
- Execution - not sure, hotkey???
1. I think better would be "defulatInventorySlot: STR_BACKPAK" or something like that. It could be used in other cases not only for fixed weapons.
2. It will be bit pain to implements because all actions store only one item and unit drawing will need changes too to handle cases when both weapons are firing. Overall I think this cost too much compared to its worth.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 21, 2016, 11:18:29 pm
1. I think better would be "defulatInventorySlot: STR_BACKPAK" or something like that. It could be used in other cases not only for fixed weapons.

I fully agree, this will not only cover Dioxine's requirement, but also help make auto-equip a lot more useful.

2. It will be bit pain to implements because all actions store only one item and unit drawing will need changes too to handle cases when both weapons are firing. Overall I think this cost too much compared to its worth.

Yes, it is a pain for proper solution. I guess the graphical side being the biggest pain. The time is not ripe yet for this feature :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 22, 2016, 12:46:06 pm
I fully agree, this will not only cover Dioxine's requirement, but also help make auto-equip a lot more useful.

Makes sense for me as well, easy to implement in ruleset and will have much more uses that way.

As for akimbo, it's low priority for me.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 22, 2016, 11:21:31 pm
Makes sense for me as well, easy to implement in ruleset and will have much more uses that way.

After some analysis it looks like there is a lot to do if I want to add support for this everywhere... but I have added at least experimental support (for fixed items only!) today.
I tested it only on one example though (I put the Nurse's outfit medikit into backpack), so some more tests would help, if you have some time.
To repeat my test add the following to AUX_MEDIPACK:  defaultInventorySlot: STR_BACK_PACK

New version is up.

v2016-01-22
  + Experimental support for "defaultInventorySlot" (for fixed items only)
  + Experimental support for moving base facilities (ctrl+left click)
  + Added support for "refundValue" for base facilities
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 23, 2016, 01:26:56 pm
Thank you, thank you, thank you!
Support for non-fixed items isn't that crucial, the game engine more or less knows where to put them correctly.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: sambojin on January 23, 2016, 03:34:31 pm
True two-handed weapons meaning that you can't carry anything in the other hand?

That would be nice for plenty of things. The accuracy debuff doesn't really show how weird it is to carry two very large (or awkward) but very different weapons successfully. Assault Cannon/Long Bow for example.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 23, 2016, 04:03:49 pm
True two-handed weapons meaning that you can't carry anything in the other hand?

You can still carry two items... but if you want to use the weapon, you will have to drop the item from the other hand.

New version is up.

v2016-01-23
  + Added confirmation at mission end, more info here: https://openxcom.org/forum/index.php/topic,4114.msg58153.html#msg58153
  + Fixed CTD when manufacturing a craft also produces an item
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 24, 2016, 02:44:23 pm
Could you say what is the proper form for the STR_UNITS_WITH_FATAL_WOUNDS and STR_REFUND_VALUE so they display the values? I'm not good with special string commands.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 24, 2016, 03:00:02 pm
Could you say what is the proper form for the STR_UNITS_WITH_FATAL_WOUNDS and STR_REFUND_VALUE so they display the values? I'm not good with special string commands.

I put the default translations in the second post of this thread.

New version is up.

v2016-01-24
  + True two handed weapon flag (=blockBothHands flag) is also checked during reaction fire, but not during berserking
  + Added support for refuel notifications

PS: mod for refuel notification for pigeon and zeppelin attached
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: yrizoud on January 26, 2016, 06:55:00 pm
I think I will make all alcohol single-type healing item then (just like crack or smokes), and add all extras by the magic of OXCE. Example: Basically, Rum will be wound-healing only, but I will make it to also restore stamina, stun and morale as a secondary effect.
I just got the idea that you can rename the three "actions" heal/painkiller/stim, as they no longer match a specific game effect. For example :
- medical kits: 5 stitch 5 inject 5 drink (The included syringe and "emergency drink" can have any effects)
- bandage, glue, stapler : only stitch, healing fatal wounds
- syringe : only inject, whatever the effects
- bottles : only drink, whatever the effects
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 28, 2016, 07:12:48 pm
New version is up.

v2016-01-28
  + Added support for day/night indicator
  + Small fix for 2 handed weapons check during reaction fire and berserking (now applies only to units under direct player's control, i.e. also to mind-controlled aliens, but not to mind-controlled xcom soldiers)

@Ivan: attached is a mod, which turns on the day/night indicator... graphics need some fixing

Btw. for those who are interested:
shade = 0 is day
shade = 1-X is dusk/dawn (e.g. 1-9 in OXC)
shade = (X+1)-15 is night (e.g. 10-15 in OXC)

X is configurable in OXCE, but not used in PirateZ as far as I can see, default is 9 (same as in OXC)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on January 29, 2016, 05:06:54 pm
@Ivan: attached is a mod, which turns on the day/night indicator... graphics need some fixing

Okay. :)  I  futzed and futzed with it to get it into a Geoscape pallete.  I had problems with conveying transparency in the pallete, because when I would index it, it would lose transparency. >.<

I settled on going with Bright green for the transparent color, and tested it on my system and it seems to work.


Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 29, 2016, 05:30:04 pm
Yes, both palette and transparency look OK now.

I love the sunrise/sunset icon... it's really beautiful.
The other two look a bit too dull in comparison (grey and yellow ball), but still quite nice :-)

Maybe a smiling sun (similar to example from Skype) would work better?
And maybe a crescent moon (instead of full moon) could work better? Maybe even with star(s)?

But prio is super low... only if you don't have anything else to do.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on January 29, 2016, 07:39:24 pm
Yeah, a smiling sun... in X-Com... I guess it'd have to be modelled after a Sectoid head. D:
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bloax on January 29, 2016, 07:59:07 pm
(https://dl.dropboxusercontent.com/u/63152810/daynight.png)
Not even doing anything fancy here, lol.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 30, 2016, 10:52:01 am
New version is up.

v2016-01-30
  + Two-handed indicator is now red or green depending on blocksBothHands flag
  + Added support for fire extinguishers
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Faceless Stranger on January 30, 2016, 09:04:42 pm
  + Added support for fire extinguishers

Sorry, on a bit of a time crunch, but I wanted to contribute since I saw your post. It's not a full turn around for the handob, but I took a crack at it. Something like this, right? Maybe someone can do something better-I tried using the hose, but it seemed a little silly to not use the conical design for our daring pirate crew. I'll edit my post if I can manage to finish the full turn around.

Edit: Finished. I don't really know how they go on a sprite in-game, or what the order for that would be. My apologies in advance if this causes duress.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 30, 2016, 09:17:12 pm
Looks good to me... I'm not a modder, so I don't know what exactly is needed to create a new weapon...

... but it is sorely needed... even today I had 2 fatalities due to fire/burn damage :(
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on January 30, 2016, 09:32:07 pm
Yeah I will add them, I'm not sure if I like it (fire damage is such a great way to punish a reckless player), but logic dictates fire extinguishers should be added for simulation's sake. I will make them deal some damage to the target, though, and quite costly TU- and weight- wise. Naturally that'll be another advantage the player has over the AI...
One-handed handob is fine. Bigob (16x32) would be appreciated.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on January 31, 2016, 02:49:45 am
Link to standalone exe of Meridian OXCE+ 2.9: https://www.mediafire.com/?zbzytnl6s8r69tz
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: vlad on January 31, 2016, 09:26:02 pm
sometimes using armor equip in inventory (A default) leaves fragmented equipment storage
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 31, 2016, 11:26:33 pm
sometimes using armor equip in inventory (A default) leaves fragmented equipment storage

Yes, it's fixed already. New version is up.

v2016-01-31
  + Added third sub-page to debriefing screen (recovered items)
  + Fixed items on the ground (inventory screen) are not displayed anymore
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on January 31, 2016, 11:28:50 pm
I LOVE YOU.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on February 01, 2016, 09:25:50 am
Thank you Meridian. I was just thinking through this yesterday. The problem I have knowing what was recovered. Another request arising from this. Is it possible to code in the ability to SELL from that sub-page?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 01, 2016, 10:37:47 am
Is it possible to code in the ability to SELL from that sub-page?

It is possible.
I don't want to do it though, additional header and action buttons would cut at least 3 rows from the table and I want the table to be as big as possible (currently 18 rows).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on February 01, 2016, 02:35:14 pm
It is possible.
I don't want to do it though, additional header and action buttons would cut at least 3 rows from the table and I want the table to be as big as possible (currently 18 rows).

OK not a problem.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: vlad on February 01, 2016, 04:52:28 pm
Yes, it's fixed already. New version is up.
There are still some minor bugs : the storage is no more broken, but some smaller items (say grenades - 1 field) do not get properly placed in front. When trying to place something there, spot refuses to accept it. Similary there is 2*3 spot unreachable in place of previous distortion.
Right now, i am doing this from vessel screen, so this can be removed by reopening inventory, but that wont be avalible from pre-mission equipment screen very likely.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 01, 2016, 09:27:42 pm
There are still some minor bugs : the storage is no more broken, but some smaller items (say grenades - 1 field) do not get properly placed in front. When trying to place something there, spot refuses to accept it. Similary there is 2*3 spot unreachable in place of previous distortion.
Right now, i am doing this from vessel screen, so this can be removed by reopening inventory, but that wont be avalible from pre-mission equipment screen very likely.

I will look into it. It may take a few days.

Also, new version is up.

v2016-02-01
  + Added support for avatar display in battlescape UI

How it works:
1. if you provide custom background for avatar (id = "AvatarBackground"), then this custom background will be rendered instead of rank and on top of that the avatar (=a section of paperdoll for armor "NONE")
If this is not specified, nothing happens, game works as before.
2. additionally, if you provide tiny rank icons (size 7x7, id = "TinyRanks"), then these will be displayed after the name

Example of ruleset:

Code: [Select]
extraSprites:
  - type: AvatarBackground
    singleImage: true
    files:
      0: Resources/UI/avatar-background.png
  - type: TinyRanks
    width: 42
    height: 7
    subX: 7
    subY: 7
    files:
      0: Resources/UI/tiny-ranks.png

Attached is an example mod ... the graphics need to be completely reworked by a skilled artist ... and a screenshot how would it look like.

Feel free to experiment and share your work and thoughts with others.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: debuser on February 02, 2016, 12:20:28 am
Hello!

Does anyone have a working version of this in Linux?

I would really appreciate if you could share your process to get the most recent version of X-pirates compiled. or even the binary would be great.

I was able to compile the b336caf checkout of branch oxce2.5b-plus-prototypes from https://github.com/MeridianOXC/OpenXcom.git

With bb33caf I noticed a problem regarding trying to save.

It would create a save game looking like this:
Code: [Select]
mods:
  - XcomUtil_Statstrings
  - pirate-music


Which causes the save game not to be loadable in game until you change it to:

Code: [Select]
mods:
  - piratez
  - XcomUtil_Statstrings
  - pirate-music


Even bb33caf does not contain the latest features Meridian has been working on. More recently I tried compiling 84aeb6ec3a70dbe75c5747a5c26f2176fb1cd6e1 also from the oxce2.5b-plus-prototypes branch but  I would run into these "‘INT_MAX’ was not declared in this scope" errors for the following files:

src/Basescape/SoldiersState.cpp
src/Battlescape/DebriefingState.cpp
src/Geoscape/AllocatePsiTrainingState.cpp
src/Geoscape/AllocateTrainingState.cpp

I could get past that if I added #include <limits.h> at the top of those files. However once all the files compiled it would give me a ton of  "undefined reference to `OpenXcom::...." for each of those files above.



Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 02, 2016, 12:45:57 am
I don't see bb33caf anywhere.

If you mean b336caf... then that is just normal OpenXcom from SupSuper's repo... nothing to do with OXCE or OXCE+.

84aeb6e is the correct version to compile...

I have heard about "undefined reference..." from 2-3 people already either here or in youtube comments, but all of them solved it somehow... unfortunately they didn't bother to tell me/us how... if you find out, please share it with us afterwards.

PS: at some point, I will install linux on my machine too, to be able to support gcc too, but it can take some time.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 02, 2016, 12:25:00 pm
FYI: Linux compilation errors solved in commit b1b8d63
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: debuser on February 02, 2016, 12:41:28 pm
Thanks The latest fixed works. I am sharing my binary I compiled on my system which is Debian 8 (64Bit)

https://www.mediafire.com/download/ym05lyjpzxu043f/OpenXcom_oxce2.5bP.tar.gz

To compile I did the following:

Code: [Select]
git clone https://github.com/MeridianOXC/OpenXcom.git
cd OpenXcom
git fetch
git checkout oxce2.5b-plus-prototypes
mkdir build
cd build/
cmake -DCMAKE_BUILD_TYPE=Release ..
make -j3

If it compiles succesful the binary appears under bin/openxcom
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 02, 2016, 11:16:20 pm
New version is up.

v2016-02-02
  + Added support for custom armor preview icons, more info here: https://openxcom.org/forum/index.php/topic,4208.msg58705.html#msg58705
  + Fixed compilation issues under Linux
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on February 03, 2016, 10:50:27 am
Thanks Meridian, much appreciated.

May I ask what's your opinion on the unlimited range vision mod? I'm wondering if it can be a starting point for a more elaborate system of stealth/spot.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 03, 2016, 11:05:13 am
Thanks Meridian, much appreciated.
May I ask what's your opinion on the unlimited range vision mod? I'm wondering if it can be a starting point for a more elaborate system of stealth/spot.

The 20 limit in original game was there because of performance reasons.
The more you need, the slower it will be... and it's not linear (i.e. 40 is much more than just 2x slower than 20)

Unhardcoding it is possible and easy.
Actually, it is already done in OXCE.

Code: [Select]
  maxViewDistance: 20
  maxViewDistanceAtDark: 9
  maxDarknessToSeeUnits: 9

And it is a pull request for vanilla too, since ages: https://github.com/SupSuper/OpenXcom/pull/904

As for my personal opinion:
1. I don't see much use for it, 20 seems enough... but my imagination is not as big as yours :)
2. Yankes said he is already working on something like that... and it's a bad idea if 2 (or more) people work on the same thing
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on February 03, 2016, 11:15:28 am
Thanks for the answer. I don't think 20 as such is not enough, it's more about designing a system with dynamic spot - so units with better observation skill will spot enemies who are further, and units with better stealth can get closer without being spotted. Much like in UFO: Aftershock. I remember that Dioxine explained it somewhere.

Frankly it was more of a thought experiment than anything else, but I also have a real problem. For the X-Com Files mod I'm working on, I would like to add "undercover" missions where you can only use certain equipment (only concealable weapons like pistols and only selected armours, meaning no armour). I plan to use the "underwater only" mechanics, which won't allow you to use normal weapons.

My question boils down to: is it possible to make such a category of weapons? I think it would require changing the boolean for underwater only/everywhere into an integer, so we could have different environments for different stuff. Plus everything regarding armour behaviour that was already discussed to death in hybrid game threads.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Boltgun on February 03, 2016, 11:31:52 am
Does maxDarknessToSeeUnits means how much lighting the target must have to be detected? I never saw such mechanics in action.

I am thinking about how stealth could work in OXC. Catgirl "sneaking" is very gamey, acting almost as a chess piece right now.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 03, 2016, 11:39:25 am
Thanks for the answer. I don't think 20 as such is not enough, it's more about designing a system with dynamic spot - so units with better observation skill will spot enemies who are further, and units with better stealth can get closer without being spotted. Much like in UFO: Aftershock. I remember that Dioxine explained it somewhere.

Frankly it was more of a thought experiment than anything else, but I also have a real problem. For the X-Com Files mod I'm working on, I would like to add "undercover" missions where you can only use certain equipment (only concealable weapons like pistols and only selected armours, meaning no armour). I plan to use the "underwater only" mechanics, which won't allow you to use normal weapons.

My question boils down to: is it possible to make such a category of weapons? I think it would require changing the boolean for underwater only/everywhere into an integer, so we could have different environments for different stuff. Plus everything regarding armour behaviour that was already discussed to death in hybrid game threads.

Categorizing weapons and armor in any imaginable way is easy.

The hard part is what to do with that information.
There are many ways how to interpret this categorization, some of which are easy to implement, some are harder and some are probably even impossible.

Example of "easy" is the under-water categorization (and anything similar).
You flag a weapon to be usable under water only and check whether you are under water... if yes, give error.
I.e. checks are done only when you actually try doing something, not before.

If you however needed functionality that these weapons cannot even be equipped on the craft at all... that would be considerably harder...
...which brings us to armor.
Since the soldiers are wearing armor already before the mission, I cannot just produce an error "Armor is not allowed"... because I don't know what kind of mission will the player decide to go for.

What I could do is make them undress the armor (either all armor; or armor which has the same (new) flag as the (also new) flag on the mission type).
The armor would then be retrieved after the mission as "recovered items" so that you don't lose it.

Would that cover your need?

PS: I could also un-equip all disallowed weapons (i.e. put them on the ground before mission), and disable the ability to equip them... probably better than to find out during battle that you can't use any of your weapons :) Problem will arise if the player doesn't bring any usable weapons at all :D

Does maxDarknessToSeeUnits means how much lighting the target must have to be detected? I never saw such mechanics in action.

I am thinking about how stealth could work in OXC. Catgirl "sneaking" is very gamey, acting almost as a chess piece right now.

"maxDarknessToSeeUnits" means how dark it must be so that game treats the dusk/dawn as night.

0 = day
15 = night

1-14 are dusk/dawn... but for visibility purposes they need to be treated either as day or night;

"maxDarknessToSeeUnits: 9" defines that 10-14 is night and 1-9 is day
"maxDarknessToSeeUnits: 4" would mean that 5-14 is night and 1-4 is day.... etc.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on February 03, 2016, 11:43:27 am
Yes, unequipping disallowed stuff would be good enough for my objectives. However, if applied to a hybrid game, it would create weird effects like people in jump suits breathing water and not dying.

Therefore for armours I think you should also be able point to which armour is used instead. Or just not spawn the soldier at all, assuming they're sitting the mission out because of no SCUBA for them.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 03, 2016, 11:57:47 am
Yes, unequipping disallowed stuff would be good enough for my objectives.

I assume you will need more than one flag? For different categorizations?
If yes, I will actually try to encode multiple boolean flags into one integer attribute (SO OLD-SCHOOL! :D)... don't worry, it's easier to understand than it looks.

However, if applied to a hybrid game, it would create weird effects like people in jump suits breathing water and not dying.

Well, you can go to Mars without any armor already.
Are we talking on theoretical level or is "Xcom Files" a hybrid game?

Therefore for armours I think you should also be able point to which armour is used instead. Or just not spawn the soldier at all, assuming they're sitting the mission out because of no SCUBA for them.

Well, if you don't have that armor when you leave the base, I cannot magically summon it. (I could... but I won't)
I can make the soldiers sit in the craft, not fighting.... but the player who doesn't know this will just lose the mission immediately (before turn 1), because there will be no soldiers capable of fighting.
All in all, I think this is overengineering... and again same question... is this just a theoretical discussion or are you doing a hybrid game?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on February 03, 2016, 12:13:16 pm
I assume you will need more than one flag? For different categorizations?

I'm not exactly sure at this point, but I suppose more is better. I wouldn't want to limit modding possibilities.

If yes, I will actually try to encode multiple boolean flags into one integer attribute (SO OLD-SCHOOL! :D)... don't worry, it's easier to understand than it looks.

I hgave complete faith in you. :)

Well, you can go to Mars without any armor already.

Good point, this will need fixing too.

I assume armours and items can have more than 1 category? Like both underwater and space.

Are we talking on theoretical level or is "Xcom Files" a hybrid game?

Not at  this point, but if it's possible, I'd love to do it. At least some special underwater missions would be nice, since there will be TFTD races.

Well, if you don't have that armor when you leave the base, I cannot magically summon it. (I could... but I won't)

I meant your default starting TFTD gear, or other "armour" that is free, like civilian clothes.

I can make the soldiers sit in the craft, not fighting.... but the player who doesn't know this will just lose the mission immediately (before turn 1), because there will be no soldiers capable of fighting.

Not a problem, they will learn. There will be Ufopaedia.orgrmation on that (mostly in armour descriptions). And maybe you could add a message why the mission is over instantly, like the "all aliens died in crash" one.

All in all, I think this is overengineering... and again same question... is this just a theoretical discussion or are you doing a hybrid game?

As I said, it's not that exactly need all of this, but it'd be useful. I'm thinking ahead though, since these are modding features that have been cropping up for years on this forum, and so I think they're badly needed.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 03, 2016, 02:02:05 pm
OK, I'll see what I can do in the first step and then we can talk again.

Btw. if anyone's interested, my todo list is getting shorter, hopefully in 2-3 weeks all will be done:
 - Fix: Fixed items on the ground are already invisible but still occupy space... destroy them completely when armor is changed
 - Todo: Beer/bandages/etc. should disappear when fully used up (like e.g. fuso knives)
 - Todo: in debug-mode only: show a history of all melee and ranged attacks (ignore grenades?) for the current turn with "chance to hit %" and result (hit or miss, resp. multiple hits/misses)
 - Todo: User option: Damage roll on melee and ranged weapons with two dice (i.e. instead of rng(0,200), use rng(0,100)+rng(0,100))
 - Todo: In stores overview, sort by clicking on column name, remove sort button
 - Request: Solarius: disallowed weapons and armors per mission type (unequip before mission, dont allow to re-equip)
 - Request: XOps: Auto patrol
 - Request: Solarius: Global stores (for total item count)
 - Request: Orz: Ufo tracker window
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on February 03, 2016, 02:09:35 pm
Awesome, thanks.

Though I should note that global stores wasn't my idea, I merely expressed interest in it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: yrizoud on February 03, 2016, 02:43:43 pm
- Todo: in debug-mode only: show a history of all melee and ranged attacks (ignore grenades?) for the current turn with "chance to hit %" and result (hit or miss, resp. multiple hits/misses)
There's quite a lot of info, you may want to log it to file instead. If different functions have to log things separately, it should look like :
Turn 4: XCOM soldier John Doe at 3,4,0 aiming at Alien#1654 at 6,12,0 - Final chance 66% - Success - Deviation -0.45°,+0.07° - Hit unit at 3,9,0 (XCOM soldier Moe)
Turn 4: XCOM soldier John Doe takes damage - Roll 68 of [0-68] - PIERCING damage inflicted 56
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 03, 2016, 02:48:49 pm
I actually don't want everything, for that I have debug mode in Visual Studio.

I want this as "last resort" for the player... often I find myself in a situation, when I really cannot tell, if the bullet hit or not... and sometimes it is totally confusing.
For example, recently I found out, that shooting from a bow on distance 1 (diagonally) misses a lot... and there's no way to tell.
In such situation, I would like to be able to see wtf is going on...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: yrizoud on February 03, 2016, 03:50:37 pm
It's your call of course. It's just that this feature reminded me a recent discussion about suspicious trajectory choices from the game engine; and detailed damage stats can also be useful to determine if there's a series of bad luck rolls or game imbalance (*cough* unkillable spartans *cough*).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 04, 2016, 08:22:26 am
I assume you will need more than one flag? For different categorizations?
If yes, I will actually try to encode multiple boolean flags into one integer attribute (SO OLD-SCHOOL! :D)... don't worry, it's easier to understand than it looks.

Well, you can go to Mars without any armor already.
Are we talking on theoretical level or is "Xcom Files" a hybrid game?

Well, if you don't have that armor when you leave the base, I cannot magically summon it. (I could... but I won't)
I can make the soldiers sit in the craft, not fighting.... but the player who doesn't know this will just lose the mission immediately (before turn 1), because there will be no soldiers capable of fighting.
All in all, I think this is overengineering... and again same question... is this just a theoretical discussion or are you doing a hybrid game?

I'd welcome such a mechanic as well. As for magically summoning armor - absolutely. But not from the base, from thin air instead (and erasing it after a mission). It should be modder's responsibility to make it logical, eg. making a default costless armor for each of enviros he intends on using. If you're using enviros, you need to make specific default armors as well, this sounds perfectly reasonable to me.
I'd prefer armor change over forcing non-participation. For example, the default armor for Mars could be a jumpsuit which makes you suffocate in a matter of a few turns :)
This can be also used to simulate any kind of enviro. Although separate enviro conditions (eg. "everyone on this map takes 5-10 damage from Smoke towards HP, each turn") would be very cool too.
Integer attribute sounds perfect.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bloax on February 04, 2016, 12:26:26 pm
This can be also used to simulate any kind of enviro. Although separate enviro conditions (eg. "everyone on this map takes 5-10 damage from Smoke towards HP, each turn") would be very cool too.
Oh right, that reminds me of the one central environment thing that XCOM1 doesn't have. Weather.

Though that's probably too much to ask for, but it sure would be wonderful to have environmental effects (especially visual!) like that.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on February 04, 2016, 01:38:16 pm
Oh right, that reminds me of the one central environment thing that XCOM1 doesn't have. Weather.

I think it deserves its own discussion thread at the very least.

I'm surprised it hasn't been made yet (at least I can't find anything).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 04, 2016, 04:51:28 pm
Enviro effects, including weather, are my dream. Just one variable (light level) isn't really enough. Sun Tzu said a commander needs to know earth and air. We have Earth (terrain) but very little Air (weather).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bloax on February 04, 2016, 07:08:51 pm
The problem is just that it would require translucency support (for shit like fog/snow drifts) which iOXC doesn't have. :^D
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 04, 2016, 07:42:03 pm
Meh you can do rain with an animated picture transimposed over the battle view, using paralax to denote it falls from the sky. Fog would be just sort of smoke filling the whole map.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bloax on February 04, 2016, 08:39:19 pm
Decent-looking fog can't be done without translucency.
(https://dl.dropboxusercontent.com/u/63152810/n/xcom/foggy.gif)
and even then that's a half-assed example since i'm not the best at drawing things like this and especially not quickly for lazy demonstrations
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on February 04, 2016, 09:14:01 pm
Weather will be available at some point in extended version. This is only matter of placing script in correct places. like for each tile draw custom graphic. This will allow creating rain. Next, when calculating accuracy you will be able to take count of what weather is (for script perspective you will examine custom property of battle map that you can set on whim any value you want). This will allow changing unit graphic too. If you could check if you are on cydonia then switch to torso with helmet (that currently is possible by abusing depth in battlefield, but you can apply it to hands and legs too).

Btw in OXC is possible to have pseudo transparency, but because how engine handle drawing order is impossible to have it bug less. Some fast examples from 2.9
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on February 05, 2016, 11:40:32 am
OK, it doesn't look natural, but it's damn awesome. :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: sambojin on February 05, 2016, 02:08:35 pm
Decent-looking fog can't be done without translucency.

and even then that's a half-assed example since i'm not the best at drawing things like this and especially not quickly for lazy demonstrations

Is that due to static smoke though? Fog might be kind of easy with a few frames of animation to work with. Not good, but easy. Transparency would be fantastic though, with or without animation frames.

@Meridian. Multiple booleans in an integer? Are you just talking about bit-mapping something to the value? (not graphics bitmapping, but I think I know what you're saying. Might need commenting so people know the basic system though. 1+2+4+8+16+32+64+128 for all flags=true in an 8-bit map. Eight booleans offer plenty of options for virtually any mod, but it only takes a byte of data for all 8 flags.)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 05, 2016, 02:14:30 pm
Decent-looking fog can't be done without translucency.

Meh. You obviously don't remember 1990s. I agree it's not pretty without transparency, but if we were afraid of brick-sized pixels, we wouldn't be here...
Another option for fog or similar stuff would be using palette swap, eg. with every color bleached.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: sambojin on February 05, 2016, 02:24:53 pm
I *like* 320x200x256c. It makes the best graphics. Probably fog too :)



On the 8-bit map thing, just for more explanation.

(remember that it goes 1+2+4+8+16+32+64+128, with each of them as a boolean "flag", added together for the value)

A value of:

129 means boolean 1 and 8 flags are true.

71 means boolean 1, 2, 3 and 7 flags are true.

24 means boolean 4 and 5 flags are true.

25 means boolean 1, 4 and 5 flags are true.


Is this what you're going for Meridian? Admittedly, even the most ambitious of mods will probably only ever use bits 1-5 at most, but we didn't design computers. 8-bit maps are where it's at..... :)

Title: Re: Meridian's resources and mods for X-PirateZ
Post by: yrizoud on February 05, 2016, 02:31:24 pm
Fog can be done by shifting colors to grey instead of black (like TFTD shifts to blue), but you'll lose black colors for UI elements.

About the gameplay effects of weather, IMO it's much more understandable to apply rules throughout the battlefield, like x90% accuracy and daytime vision reduced to 15. A movement penalty can also apply for heavy weather, but I hope nobody overdoes it : It's very unfun when your soldiers take forever to move.
I know such penalties shouldn't apply indoors (farm, terror city buildings, inside of UFO), but I don't see a simple way to compute these things tile per tile. I'd rather shrug it off : These penalties still apply indoors because soldiers are still wet and distracted by rain dripping from helmet.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 05, 2016, 03:07:59 pm
On the 8-bit map thing, just for more explanation.

This technique's only plus is saving space by cramming 8 booleans into a single byte; useful for savegame files. It makes little sense to expose this to the modder as it's a nightmare to use; better break it up into 8 booleans for ruleset, and write a script to cram them into a single byte again, it is MUCH more ergonomic that way.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 05, 2016, 03:32:17 pm
This technique's only plus is saving space by cramming 8 booleans into a single byte; useful for savegame files. It makes little sense to expose this to the modder as it's a nightmare to use; better break it up into 8 booleans for ruleset, and write a script to cram them into a single byte again, it is MUCH more ergonomic that way.

1/ There are actually not only 8, but as many as you can put into an integer (at least 16 I think)

2/ I need to write a lot less code (with lot less code repetition)... instead of handling each flag separately, I can treat all of them at the same time
- and yes, cramping them together (after loading) into one byte or int would be possible... but since they have no names (see next point), it wouldn't help the readability of the ruleset anyway

3/ these flags have literally no semantics... they aren't called "canUseUnderWater" or "canBeUsedInFinalMission".... they are basically just "flag1", "flag2", "flag3", etc.

Bottomline:
- if you ask for one (or two or three) flags, which have clear names and semantics, I will do them separately
- if you need unknown number of flags with unknown semantics, I will cramp them together

Choice is yours.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: sambojin on February 05, 2016, 03:39:42 pm
The joy of "I've got bigger computing donk than NASA did in the 60's, in my right pocket. Bytes don't matter to me f'shizzle." Then again, NASA got less dick-cancer for being awesome, probably....

Some old skills are still worthwhile today though. A bit-map is a hell of a lot easier to code for than a look-up table or boolean array. Depending on the styles of coding you do.

It ain't hard if it's spelled out "This is how the system works". It may even help more people be as awesome as Meridian is in the long-run.

ps. Meridian. Cheers mate. Your are awesome.

Posts merged - thanks for uselessly wasting a minute of my life - Dioxine

And, he's a ninja too :p
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 05, 2016, 03:53:09 pm
Hmmm, I see. Why not present it the way Yankes does?

Deployment:
enviroType: 7 (default = 0, no special rules)

Item/Armor: (maybe craft too? it'd lead to "cannot land here" message)
forbiddenEnviroType: [1, 7, 12] (default: none)

Enviros (???)
- Type: 7
defaultArmor:
  soldierType: xxxx (broken between soldier races in some way...)
    <the same as normal default for soldier's race>
other rules
other rules


@Sambojin: I don't like "scarcity economics". Yes let's use the simplest tools possible, but NOT SIMPLER. Let's use the least space possible, but NOT LESS. Bytes do matter, yes, if we're counting gigabytes. Or double-posting, which is a matter of manners not filesize, as it is often the case with programming, too. And I'm not sure where you're aiming at with your dick joke.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: sambojin on February 05, 2016, 04:13:16 pm
Simplicity of coding, mostly.

90-99% of Meridian's coding is aimed at X-Piratez, it appears. Especially with his play-through of it. And its a good LP to show how good X-Piratez is.

The best mod, of one of the best games ever.
If you package it for Android and iPhone, you'll go down in infamy as the best modder *ever* Dioxine.

But Meridian's patch is pretty all-inclusive, making the basic engine more user friendly, whilst also extending it massively for modders.

That's some donk!

So meh. If you want some weapons or armour to be able to be used in some environments and not others, it's easy. A 16-bit or 8-bit boolean bit-map. Probably with good comments on "How this system works".

Amazing that Meridian would bother to put it in at all, just for one or two mods in development that thought it might be useful. Probably best that it's easy to code....

lol.

Hey, Meridian. I want to rip Syndicate's graphics and sound files and make a mod for openXcom. Could you code in "burble, burble, burble, lots" for me? Only joking......
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on February 05, 2016, 04:23:21 pm
I have to respectfully disagree that Meridian's work is heavily aimed at X-Piratez. I mean maybe it is, maybe not, I'm not him so I can't know for sure, but it doesn't matter - his changes are clearly written in a way to make them versatile. Which is exactly why they're so important: they are straight extensions of OpenXCom Extended, which is not written for any particular mod.

Meridian makes decades old dreams come true :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: sambojin on February 05, 2016, 04:49:00 pm
That's why it's good.

X-Piratez? The best game utilizing the openXcom engine so far. If Dioxine is sure he/she isn't using any IP assets, it would storm the X-Com-alike market due to excellent gameplay and innovation.



Meridian's extensions, game quality coding, ect, is for us all. Thanks :)

You're both saints. I hope every openXcom player eventually realizes how much further you are taking the engine and game. For any mod of it too. Thanks. I know it's not all your work, but it's the best compilation of mods and coding, for mods and coding, thus-far.

It makes openXcom better all-round.

Cheers Dioxine.
Cheers Meridian.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 05, 2016, 05:29:47 pm
That's the power of open-source and free sharing, man.
And I didn't really mean to criticize anyone's way of coding. Everyone codes their own way and that's how it should be. What I was getting at is the manner how it is presented/organized from modder's (and by extension, user's) perspective so features are easier to use (the latest Yankes' changes, while ground-breaking, require some real studies to utilize :P )
Also this might look like aimed at X-Piratez, but I would never ask for any features that'd be useless for other mods (like dating engine, for example - I'll write it myself if it comes to that point :) ).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on February 05, 2016, 07:21:16 pm
If we talk about custom properties. I'm now working (still in design phase) on system of adding custom properties to armors, units, solders etc.
This will be required by script to handle custom behaviors required by modders (like "I_AM_NIJNA: 1").
It would be to kinds of properties one in rulesets (readonly but can be overridden by another ruleset) and properties form savegame (that can be modified by scripts, and will be saved and loaded by game).

For ruleset usage will be simple:
Code: [Select]
armors:
  - type: ARMOR_X
    custom:
      XPIRATEZ_PROP_A: 13
      XPIRATEZ_I_AM_NINJA: 1
      FMP_IMMUNE_TO_SOMETHING: 0
    someScript: |
      unitArmor.getCustomInt r0 XPIRATEZ_I_AM_NINJA;
      if eq r0 1;
        #do ninja things
      end;

From code perspective it will be vector of ints (names will be stored separate and used only for saving and loading from files).

I plan have this feature in 3.0 (with unhardcoded reaction code and exposing items to scripts). One interesting side effect will be that weapons could be used in calculating stat bonuses in units (like you will be able to have bigger regeneration if you have correct weapon in hands).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on February 05, 2016, 08:57:01 pm
Thanks to you, I may yet learn to code. :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 06, 2016, 11:50:00 am
Hmmm, I see. Why not present it the way Yankes does?

Deployment:
enviroType: 7 (default = 0, no special rules)

Item/Armor: (maybe craft too? it'd lead to "cannot land here" message)
forbiddenEnviroType: [1, 7, 12] (default: none)

Enviros (???)
- Type: 7
defaultArmor:
  soldierType: xxxx (broken between soldier races in some way...)
    <the same as normal default for soldier's race>
other rules
other rules

I thought the requirement was for multiple "enviros" for a single deployment... wasn't it?

E.g.

Code: [Select]
Deployment:
enviroTypes: [1, 0, 1, 0, 0, 1, 0, 0]

Item/Armor:
forbiddenEnviroTypes: [0, 0, 0, 0, 1, 0, 0, 0]

where
  enviroTypes: [1, 0, 1, 0, 0, 1, 0, 0]
could be shortened to
  enviroTypes: 37 (1+4+32) https:// if this is too difficult to use, option above is also OK for me, but not option below
or expanded to:
  enviroTypes:
    type1: true
    type3: true
    type6: true

For example type1 would mean "underwater weapons only", type3 would mean "one-handed weapons only" and type6 would mean "scuba/space suits only"

PS: and I wouldn't call it enviroTypes, just customTypes, because it can cover many other aspects than just environment
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 06, 2016, 01:28:27 pm
Hmm I cannot imagine a situation where you'd need multiple enviros per map... Either you're on Mars, or you're not. Either you're underwater, or you're not. How many enviros would one need? 5? 10? If no more than this, combining makes little sense. But let's wait what other people say on this.

If we need multiples, I'd vote for option #1, eg.  [0, 1, 0, 0, 1]

Also regarding naming - maybe enviro is misleading but customType means literally nothing (a custom type of... what???) :) If enviro is bad then we need some better name. In my own understanding, a mission consists of yourself, enemy, terrain and the rest, which seems natural to be broadly called environment.

EDIT: Also multiple enviros per map can lead to direct conflicts between enviro rules, and unclear preference of armor. Naturally a modder can make it in a way that avoids conflicts, but - this way you can make 500 or more enviro combinations, but with much tighter constraints. If you don't need 500 enviros (combinations), I think it is better to stick to '1 enviro per map' rule, as there will be no conflicts and modding would be much easier.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 06, 2016, 02:11:43 pm
Hmm I cannot imagine a situation where you'd need multiple enviros per map... Either you're on Mars, or you're not. Either you're underwater, or you're not. How many enviros would one need? 5? 10? If no more than this, combining makes little sense. But let's wait what other people say on this.

Yes, that's why I don't want to call it enviroType, but customType.
It is not only about environment.
Originally Solarius came to me with this request:

For the X-Com Files mod I'm working on, I would like to add "undercover" missions where you can only use certain equipment (only concealable weapons like pistols and only selected armours, meaning no armour).

You see that this has nothing to do with environments... he wants to disable certain weapons and armors for certain mission types. It is a generalization of environmental conditions/restrictions, to "any" (or "custom" if you will) conditions.

If we need multiples, I'd vote for option #1, eg.  [0, 1, 0, 0, 1]

OK.

Also regarding naming - maybe enviro is misleading but customType means literally nothing (a custom type of... what???) :) If enviro is bad then we need some better name. In my own understanding, a mission consists of yourself, enemy, terrain and the rest, which seems natural to be broadly called environment.

"A custom type of mission".

I can't think of any better name... these conditions can represent virtually anything. I don't know... for example a mission where only weapons which don't make any noise are allowed (e.g. knives, swords and bows). That's not type of environment, it's just a custom type of mission.

EDIT: Also multiple enviros per map can lead to direct conflicts between enviro rules, and unclear preference of armor. Naturally a modder can make it in a way that avoids conflicts, but - this way you can make 500 or more enviro combinations, but with much tighter constraints. If you don't need 500 enviros (combinations), I think it is better to stick to '1 enviro per map' rule, as there will be no conflicts and modding would be much easier.

Yes. That's why I didn't want to implement it.
I would say that the modder should explain to the user, which armor/items are allowed for that kind of mission and which are not... or as Solarius stated earlier, just let the player find out.... the hard way.

Not a problem, they will learn. There will be Ufopaedia.orgrmation on that (mostly in armour descriptions). And maybe you could add a message why the mission is over instantly, like the "all aliens died in crash" one.

So for example I could produce a message "There are no soldiers capable of fighting in this mission... Aborting now."
And because I am a nice person, the crash site would not disappear, so that the player can reequip and return.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 06, 2016, 02:33:58 pm
"For the X-Com Files mod I'm working on, I would like to add "undercover" missions where you can only use certain equipment (only concealable weapons like pistols and only selected armours, meaning no armour)."

For me it's environment, in this case, created by social constraints :) But I agree it's arguable definition. Otoh "customType" on a weapon is unclear, it could be something like "battleType" which has nothing to do with mission rules. IMO it's misleading, but there's little point in fighting over words :) Like I said, better to wait for what Solarius and others have to say in the matter...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on February 06, 2016, 02:37:30 pm
Actually, as the person who came to you first, I think "enviro" is the perfect term. You said the above-mentioned undercover missions have "nothing to do with environments", but it's not right, because this is exactly a type of environment. Environment doesn't only refer to weather, but to any set of external conditions, that's why we peak of "work environment", "software environment" etc. So I think enviroType not only isn't misleading, but is actually the most precise term I can think of.

EDIT: ninja'd by Dioxine)

As for how to organize this information, I'm torn on this. I'm more inclined to side with Dioxine here, but then I worry if I'm not preventing some modder from doing something they want. It's impossible to think of everything.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 06, 2016, 03:25:41 pm
Very well, as you wish.

Just saying right now that if it will be "undercover mission" (deployment), "during night" (shade) in "polar environment" (terrain), you will NOT be able to use only "undercover weapons only" (deployment), "night-capable weapons only" (shade) and "weapons working in polar environment only" (terrain). You will only be able to choose one of these conditions.

Also, when you start categorizing weapons... let's make an easy example (category 1: ranged, category 2: melee, category 3: grenades), you will NOT be able to create a mission where you can use category 1+2 weapons. You will only be able to choose 1 category. If you would like to use weapons of category 1 and 2... you will need to create another category 4 and do all the work again. If I was modding, that alone would probably totally discourage me from using the feature.

It will work perfectly fine for your custom "undercover mission", but as soon as you will try to create another custom mission, you will start having problems. With each new type, more and more problems.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 06, 2016, 03:52:19 pm
Why would we even need these "categories"? Who would add "one-handed only" as an enviro type? Maybe for some arena fights or other sports but not for real combat missions. I'd rather have that on an item-per-item basis, eg. "forbiddenEnviroTypes: [3, 17, 26]", therefore removing any possibility of conflict or any problems of the kind you speak of.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on February 06, 2016, 04:32:14 pm
I'd rather have that on an item-per-item basis, eg. "forbiddenEnviroTypes: [3, 17, 26]", therefore removing any possibility of conflict or any problems of the kind you speak of.

It would be a real pain to mod, but at least it's clear and understandable and foolproof. So I'm actually supporting that idea! :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 06, 2016, 05:17:42 pm
Why would we even need these "categories"? Who would add "one-handed only" as an enviro type?

I am not talking about enviro types since a few posts already, I don't know why you're still so attached to such unflexible concept.

As for who wants "one-handed-weapons only" type? I don't know... maybe the same people who want "undercover-weapons only" type?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 06, 2016, 07:44:28 pm
Then I no longer have a clear idea what features you might mean to add - I was only talking on what could be useful for me (and hopefully others too). Sorry this is not an assault but I simply got lost, I'm too dumb :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on February 06, 2016, 07:54:48 pm
In essence it's a simple thing really, allow the modder to define environments and allow items & armours to be flagged for not working in this environment. (Plus additional code for what to do with non-matching armours.)

In order to do that, you need to be able to create an enviroType:

enviroType:
  - underwater
  - outerspace
  - mars
  - stealth
  - dreamland

and also add the necessary code to the item, something like that:

forbiddenEnviroType:
  - underwater
  - outerspace
  - stealth

This means that this particular weapon can be used on Mars and in Dreamlands, but not underwater or in open space, and is not a stealthy weapon.

Of course you also need to define which terrain is what, but that's obvious.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 06, 2016, 09:28:46 pm
Of course you also need to define which terrain is what, but that's obvious.

Lol, everything before this sentence was obvious, but the very sentence which you say is obvious is not obvious to me at all...

So how exactly do you want to define the enviroType?
1/ Dioxine wanted it on alien deployment?
2/ You want it on terrain?
3/ I would like it on combination of several things (including terrain, shade, alien mission, alien race, alien craft, maybe alien deployment and maybe others)

Maybe this was the misunderstanding the whole time...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on February 06, 2016, 11:07:50 pm
I don't really know where it should belong... Terrain is more natural, since most of these effects are related to geographical region or space etc. And instances of "stealth environment" can also be bound to terrain, like Corporate Office.
And it would be annoying to make separate deployments for a Battleship on Earth and on Mars. It should be the same deployment. So enviros don't belong there.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 07, 2016, 09:54:26 pm
New version is up.

v2016-02-07
  + Added "Grand Total" to Stores UI, more info here: https://openxcom.org/forum/index.php/topic,3898.msg58997.html#msg58997
  + Added sorting to Stores UI (by all columns, asc/desc)
  + Bugfix: properly destroy fixed items when changing armor
  + Remove medikits from the inventory if consumable and empty
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 08, 2016, 02:37:38 pm
After seeing it in action, I change my mind. The mini-portraits look awesome! How are they generated? Basing on STR_NONE_UC armor? Also I think it'd be better to fit the rank into the name bar than on the portrait... now someone needs to draw these ranks and I have very little time to mod anything lately...

EDIT: not sure if STR_NONE_UC is always the best option for the avatar... it does look very good graphically, but what if a gal is wearing less? :) Would it be possible to overrule the default choice on a per-armor basis?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 08, 2016, 03:16:12 pm
After seeing it in action, I change my mind. The mini-portraits look awesome! How are they generated? Basing on STR_NONE_UC armor? Also I think it'd be better to fit the rank into the name bar than on the portrait... now someone needs to draw these ranks and I have very little time to mod anything lately...

EDIT: not sure if STR_NONE_UC is always the best option for the avatar... it does look very good graphically, but what if a gal is wearing less? :) Would it be possible to overrule the default choice on a per-armor basis?

They are generated from STR_NONE_UC, starting at position [66,42] with size of [26,23].
Sometimes if the head is too big (for example that girl with white hair), a pixel or two are cut off from the top. But better that than showing empty space for girls with microcephaly.

I took STR_NONE_UC, because Solarius said that in vanilla, most avatars would have helmets... which is not so cool.
But I am open to suggestions... originally I took it from the armor the girls were wearing, and it's not a big change at all.

EDIT: maybe a flag on armor? Like "hasHelmet: true" (default would be false) or something like that for armors with helmet? And then use the armor itself if it doesn't have helmet, and STR_NONE_UC otherwise?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 08, 2016, 03:25:19 pm
Yeah fine-tuning requires some thought. Taking the avatar from the armor worn might be a good default choice... but this would need override as well, since many armors obscure the face thus completely defeating the idea of avatar picture :) For now, using STR_NONE_UC works just fine. Maybe just simple a global ruleset option that allows for:
1) choosing the armor all the avatars are based on;
2) choosing the XY offset (a must if this function is supposed to work not only for Piratez)
Both on per-soldier race basis once we finally upgrade to OXCE 2.9 :)

For nao, have tiny rank pictures :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 08, 2016, 03:43:59 pm
For nao, have tiny rank pictures :)

Wow, these look awesome!
I don't know how anyone can put actual detail in 7x7...
But I think I will move them before the name (only if available of course), that should look even better.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 08, 2016, 07:24:45 pm
  + Added support for custom armor preview icons, more info here: https://openxcom.org/forum/index.php/topic,4208.msg58705.html#msg58705

I was intending to take a stab at this but the sprite size is wrong; it should be 11x18, not 10x18. My old files are misaligned on purpose (so they don't collide with anything). Also to have this fully functioning, HWP-like units should also have custom sprites (now they're all tanks, regardless if they're tanks, cyberdiscs, reapers or sectoids).
Also this brings me to... the vanilla equipment presentation is lacking in OXC; it was intended for 80 items limit, hence it is useless as info (the bar is always full). How about making it more useful? Maybe add optional function that counts equipment on weight basis (would not count HWPs), with a moddable number of weight units that represent each "equipment" sprite? Now musings time: possibly a weight limit on craft! (this one would count each soldier's weight = weight of their battle corpse, plus HWPs, plus all equipment, must be lower or equal the limit - or just count the weight of items for simplicity's sake). In an advanced model, it could limit the weight of loot, leading to DECISIONS (more soldiers with heavy gear? or more space for loot? What to grab, what to discard?) :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on February 08, 2016, 07:31:34 pm
Hmm Game crashed when I clicked on Grand Total.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 08, 2016, 07:47:55 pm
I was intending to take a stab at this but the sprite size is wrong; it should be 11x18, not 10x18. My old files are misaligned on purpose (so they don't collide with anything).

10x18 is the correct size. I checked it again, the sprites are actually 10 pixels wide. And even if they weren't, in the code each new sprite is put 10 pixels more to the right as the last one.

Proof for width 10: https://github.com/SupSuper/OpenXcom/blob/master/src/Basescape/CraftInfoState.cpp#L188
Proof for height 18: https://github.com/SupSuper/OpenXcom/blob/master/src/Basescape/CraftInfoState.cpp#L78

Also to have this fully functioning, HWP-like units should also have custom sprites (now they're all tanks, regardless if they're tanks, cyberdiscs, reapers or sectoids).
Also this brings me to... the vanilla equipment presentation is lacking in OXC; it was intended for 80 items limit, hence it is useless as info (the bar is always full). How about making it more useful? Maybe add optional function that counts equipment on weight basis (would not count HWPs), with a moddable number of weight units that represent each "equipment" sprite? Now musings time: possibly a weight limit on craft! (this one would count each soldier's weight = weight of their battle corpse, plus HWPs, plus all equipment, must be lower or equal the limit - or just count the weight of items for simplicity's sake). In an advanced model, it could limit the weight of loot, leading to DECISIONS (more soldiers with heavy gear? or more space for loot? What to grab, what to discard?) :)

As for Equipment and HWPs... they were not mentioned in the request, so I didn't change them... I'll think about them and then come back with questions and proposals.

Hmm Game crashed when I clicked on Grand Total.

Can you send me a save please?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 08, 2016, 08:02:16 pm
10x18 is the correct size. I checked it again, the sprites are actually 10 pixels wide. And even if they weren't, in the code each new sprite is put 10 pixels more to the right as the last one.

Yes, but that's because they overlap :) The sprite proper is (normally) 9-pixel wide, plus 1 pixel black outline each side, equals 11. But to draw sprites in any kind of civilized fashion, there should be 11 or even better, 12 pixels on the spritesheet (so either 11x18 or 12x19), so each is clearly separated from the others and the artist has some space to maneuver :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: yrizoud on February 08, 2016, 08:08:15 pm
Now musings time: possibly a weight limit on craft! (this one would count each soldier's weight = weight of their battle corpse, plus HWPs, plus all equipment, must be lower or equal the limit - or just count the weight of items for simplicity's sake). In an advanced model, it could limit the weight of loot, leading to DECISIONS (more soldiers with heavy gear? or more space for loot? What to grab, what to discard?) :)
There was a discussion about this here (https://openxcom.org/forum/index.php/topic,2306.msg22959.html#msg22959), with quite a few ideas on what to count.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 08, 2016, 08:19:12 pm
Interesting read. One detail: if crafts have their own storage space, also the rule of crafts sharing storage with base's stores needs to be removed - these storages are separate.  And while I thought that Weight is the most logical choice as limiter, perhaps Size is ultimately the best choice since base storage space is counted in Size so it would be consistent. On limit per item count, while it certainly works as tactical limiter, I cannot agree - a rocket launcher is not the same as a flare, however you look at this.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 08, 2016, 08:30:20 pm
Yes, but that's because they overlap :) The sprite proper is (normally) 9-pixel wide, plus 1 pixel black outline each side, equals 11. But to draw sprites in any kind of civilized fashion, there should be 11 or even better, 12 pixels on the spritesheet (so either 11x18 or 12x19), so each is clearly separated from the others and the artist has some space to maneuver :)

Well, if that is the only issue, I think (98% sure) that you can define them even as 100x100 already if you wish. (If not let me know)

Rendered will however be only first 18 pixels from the top.
Horizontally all pixels will be rendered, but they will overlap; and if you don't start at 0, they will also be shifted (like now in piratez).

In either case, I will not be changing the effective available space for each sprite, that will remain 10x18.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: yrizoud on February 08, 2016, 09:03:29 pm
the rule of crafts sharing storage with base's stores needs to be removed - these storages are separate.
You could get stuck with stores filled with stuff you want to keep, ship filled with stuff you want to sell, and no way to swap the two  :P
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 08, 2016, 09:23:45 pm
In either case, I will not be changing the effective available space for each sprite, that will remain 10x18.

I was never suggesting such a thing :) I'd even go so far as to suggest automatic increase of overlapping (less horizontal space per sprite) if the number of soldiers is bigger than it can fit on the screen (like in Master of Orion 1 & 2, for example) :) But that's another story. For spritesheet spacing, I'd like 12x19 (so you have some space to maneuver without resorting to using smaller sprites). Oh right, but this can be defined simply by telling the OXC how to cut the sheet (and keeping my sprites in the upper left corner of that defined space), right? No need for hardcoding anything? If that's the case I simply didn't know, and forgive me my ignorance.

(https://s944.photobucket.com/user/VagabondZOD/media/Sky%20Lords/SkyLords_t312_orion.jpg.html)(https://i944.photobucket.com/albums/ad286/VagabondZOD/Sky%20Lords/SkyLords_t312_orion.jpg) (https://s944.photobucket.com/user/VagabondZOD/media/Sky%20Lords/SkyLords_t312_orion.jpg.html)
(pcitured: extreme overlapping for labourers, no overlapping for farmers & soldiers, elegant as fock)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 08, 2016, 09:30:14 pm
Oh right, but this can be defined simply by telling the OXC how to cut the sheet (and keeping my sprites in the upper left corner of that defined space), right? No need for hardcoding anything?

I cannot try it right now, but yes I think it should work this way.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: SIMON BAILIE on February 11, 2016, 02:12:50 pm
Enjoying what you have done so far but on my last mission the game kept crashing to the desktop somehow, have attached a save and openxcom log. I was wondering also if you are considering a pirate themed version of commendations?

ps In the end I had to debug to get by, so maybe it was only that mission?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 11, 2016, 02:58:03 pm
Played it for a couple of turns, no crash detected... Using 0.97D with the latest Meridian's version added.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: SIMON BAILIE on February 11, 2016, 04:01:32 pm
Yep the crash whatever it was seems to  be unpredictable but the next mission went fine so maybe it's just a minor glitch not worth worrying about.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 11, 2016, 04:32:35 pm
Can you narrow down the case of crash? Is it during the enemy move? Does it crash when an enemy is moving? Or when he's using a weapon?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: SIMON BAILIE on February 11, 2016, 11:05:20 pm
It always seemed to happen when I was moving one of my units.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on February 11, 2016, 11:25:43 pm
Did you update the game i.e. the exe during a mission? I noticed that your inventory is wack/messed up!! Could that be the problem?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 11, 2016, 11:59:04 pm
With the amount of extra mods you've been using, I cannot guarantee anything... And like I said, I was unable to reproduce the crash. You have to be more specific when it happens.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on February 12, 2016, 12:58:48 am
Hi Meridian,

I tried to compile your oxce2.9 branch, and got this:

Code: [Select]
/home/jpaucl/XCom/OpenXCom/Compilations/Meridian/src/src/Basescape/SoldiersState.cpp: In member function ‘void OpenXcom::SoldiersState::lstItemsRightArrowClick(OpenXcom::Action*)’:
/home/jpaucl/XCom/OpenXCom/Compilations/Meridian/src/src/Basescape/SoldiersState.cpp:339:25: error: ‘INT_MAX’ was not declared in this scope
  if (0 < numSoldiers && INT_MAX >= numSoldiers && row < numSoldiers - 1)
                         ^
make[2]: *** [src/CMakeFiles/openxcom.dir/Basescape/SoldiersState.cpp.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[1]: *** [src/CMakeFiles/openxcom.dir/all] Error 2
make: *** [all] Error 2
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 12, 2016, 01:18:40 am
It is fixed on 2.5b branch already, I will merge it to 2.9 over the weekend.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: SIMON BAILIE on February 12, 2016, 01:25:05 am
No I didn't update the exe as since starting the play through on 7th Feb I've been using the exe of that date, maybe one of the mods is causing some sort of conflict but it hasn't happened again so I'll not worry too much. As for the number of mods, is 21 in total too many? This is including piratez itself and several that come with piratez-see below:

mods:
  - piratez
  - altSmokeOps
  - altTacArmor
  - altSGC
  - piratezNaughtyMod
  - PIRATE STATSTRINGS(BY ARTHANOR)
  - avatar-rank
  - BETTER INGAME UI
  - COMMENDATIONS(STAND ALONE)
  - armor-previews
  - day-night-indicator
  - ENFORCER(XCOM)
  - E SHOCKER reps STUN ROD
  - kneel-button
  - MASS ACCELERATOR
  - NAYMORE
  - MORTAR TANK
  - pirate-music
  - refuel-notification
  - STUNBLASTER
  - VIPER ASSAULT CANNON

edit: Saying all that I should take off commendations as it doesn't work in this play through but I'm worried that taking it off will do more harm than good.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on February 12, 2016, 01:28:16 am
It is fixed on 2.5b branch already, I will merge it to 2.9 over the weekend.

Alright! Is there much difference between the two branches functionality-wise or is it "just" a new oxce version? I think XPiratez 0.9D only uses oxce 2.5 any ways?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 12, 2016, 01:56:18 am
Uses 2.5 for now, but will be upgraded.

@Simon:
I know what mods you're using (it's listed in your savegame file), I'm just saying I cannot give any guarantees because I don't know most of them. Not saying it's the mods that cause the crash, either. Might be some genuine map bug or whatever. Impossible to tell. Many mods will clash with Piratez, that's for sure.
Things I know:
- Commendations cannot work unless you've compiled a modification of Meridian's exe that includes them.
- kneel-button is already integrated, no need to use the mod
- not sure why you're using a mortar tank, the game already has one...
- any mod that modifies some of game's original content might cause unforeseen effects with Piratez. Mods that add completely new things (like the Viper) should be safe to use. Unless they're buggy themselves, that is - many weren't updated for ages :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 12, 2016, 04:24:58 pm
@Meridian: trying to make these armor preview icons, but I'm getting transparency problems, despite using the same palette as always (GUI_Soldier.gif displays transparency properly, but the same palette applied to custom armor preview icons produces light green where the transparency should be). What's going on?

EDIT: NVMD, I've found the proper palette and everything seems to be fine.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on February 12, 2016, 07:48:20 pm
Meridian, have you considered including my statistical bullet conservation (https://openxcom.org/forum/index.php/topic,4062.0.html)? I find it helps a lot to alleviate the "don't shoot or empty the clip" syndrome for special weapons with small, valuable clips.

Also, do you think it would be possible to add keyboard shortcut support for ufopaedia articles? Specifically pressing tab to go to the next article and shift-tab to go to the previous article, much like we can cycle through soldiers. It would be very handy for scanning multiple articles.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 13, 2016, 12:59:46 am
Meridian, have you considered including my statistical bullet conservation (https://openxcom.org/forum/index.php/topic,4062.0.html)? I find it helps a lot to alleviate the "don't shoot or empty the clip" syndrome for special weapons with small, valuable clips.

I have seen it, but I consider it a small cheat, or at least cheese. If some ammo is rare and/or expensive, it is either a modder's mistake and should be corrected or modder's intention and should be accepted.

Also, do you think it would be possible to add keyboard shortcut support for ufopaedia articles? Specifically pressing tab to go to the next article and shift-tab to go to the previous article, much like we can cycle through soldiers. It would be very handy for scanning multiple articles.

Yes, it is literally just two lines of code... but aren't the buttons enough? There's nothing else to click on anyways...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on February 13, 2016, 01:05:42 am
I think random solution work only for weapons that have ammunition in abundance. If we have ammo that is limited then each time player lose roll then he will be enraged (even if last 10 mission he grain more than he lost now). Image that you lost unique 10 bullet clip after only one shoot even it "should" preserve.

I think better solution would be counting and storing sub clip bullets.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: yrizoud on February 13, 2016, 02:30:48 am
I too think that this clip "round down" is significant in Piratez.
The random solution is statistically fair in the long run, and scavenging can explain the lucky rolls. The "leftover ammo" solution is even better but requires modifying save files (to store the extra data)
Either solution would successfully remove the weird incentive to use 'all-or-nothing' of a weapon.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on February 13, 2016, 02:46:05 am
I have seen it, but I consider it a small cheat, or at least cheese. If some ammo is rare and/or expensive, it is either a modder's mistake and should be corrected or modder's intention and should be accepted.

But.. it is statistically equivalent to conserving bullets. It is certainly not a cheat, nor a way to bypass a modder's intent. With this, you can carefully hoard your shots and hope to be able to keep a weapon (but also risk losing the clip after a single shot used), instead of the current situation which encourages not shooting (overhoarding, wasting the modder's work since you are not using it) or emptying a whole clip (going against "reasonable behaviour" for a weapon with valuable ammo).

And there is nothing to get frustrated about. Either you lose a clip because you used up some shots, or you don't. Which is an improvement over always losing the clip.

Quote
Yes, it is literally just two lines of code... but aren't the buttons enough? There's nothing else to click on anyways...

I guess it is different depending on people. I am not much of a mouse user. I would love shortcuts. If you don't think it should be implemented (even if just for consistency's and my sake), can you point me to the change that would need to be made?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on February 13, 2016, 03:33:37 am
And there is nothing to get frustrated about. Either you lose a clip because you used up some shots, or you don't. Which is an improvement over always losing the clip.
"abundance" is require to made your solution work (lot of rolls will even out). But problem is when you lack items and your "be" or "not to be" depends on one roll it could be frustrating.

The random solution is statistically fair in the long run, and scavenging can explain the lucky rolls. The "leftover ammo" solution is even better but requires modifying save files (to store the extra data)
Good thing that OXC save games is that it ignore all unknown nodes this allow without any big effort add new data without even breaking backward compatibility.
I think system should work like that:
1) At end battlescape last half empty clip is fill up.
2) You remember numbers of bullet you borrow in base (you add this to value from previous mission).
3) If numbers of borrowed is greater than clip size, then remove one clip and reduce borrow count.
4) When you use last clip from base in battlescape it would have bullets count reduced by borrow value (similar with transfer between bases).

Only glitch it could have is downgrading to basic version of OXC, it will fill up all partial empty clips in bases :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on February 13, 2016, 06:33:24 am
"abundance" is require to made your solution work (lot of rolls will even out). But problem is when you lack items and your "be" or "not to be" depends on one roll it could be frustrating.
Fair enough, but it still seems better than always "not to be". You are right in needing a lot of rolls to properly work, but I still consider it an improvement over a constant bias.

Quote
Good thing that OXC save games is that it ignore all unknown nodes this allow without any big effort add new data without even breaking backward compatibility.
I think system should work like that:
1) At end battlescape last half empty clip is fill up.
2) You remember numbers of bullet you borrow in base (you add this to value from previous mission).
3) If numbers of borrowed is greater than clip size, then remove one clip and reduce borrow count.
4) When you use last clip from base in battlescape it would have bullets count reduced by borrow value (similar with transfer between bases).

Only glitch it could have is downgrading to basic version of OXC, it will fill up all partial empty clips in bases :)
Yes, proper bullet conservation is better than statistical bullet conservation, no doubt. But its downside is that I can't code that ;) If you or Meridian could, I'd be more than happy to use it!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 13, 2016, 09:22:39 am
This "bullet conservation" sounds all nice but I don't want to be forced to double all the ammo prices... they were balanced with the old system in mind. In reality, it would discourage instead of encourage to use expensive weapons since the clips would be even more expensive than they are now (get 3 clips 40k each, fire a couple of shots, get f*cked by the RNG three times).

As for "partial clip" solution, while it is most reasonable wouldn't it baloon the savefile size? The saving times are already considerably long...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on February 13, 2016, 10:36:13 am
This "bullet conservation" sounds all nice but I don't want to be forced to double all the ammo prices... they were balanced with the old system in mind. In reality, it would discourage instead of encourage to use expensive weapons since the clips would be even more expensive than they are now (get 3 clips 40k each, fire a couple of shots, get f*cked by the RNG three times).

As for "partial clip" solution, while it is most reasonable wouldn't it baloon the savefile size? The saving times are already considerably long...
Probably not, Depending how it was implemented it would add around 20x8 (different clip x bases) new lines to save game. This is lot less than around 2K lines that save can have.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 13, 2016, 11:09:38 am
More like, 15k lines or more, at least in Piratez with the newest build. But yeah doesn't seem like a big difference. Might be a bit tricky to implement as things like selling and transfers have to be taken into consideration.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 13, 2016, 01:23:22 pm
It is fixed on 2.5b branch already, I will merge it to 2.9 over the weekend.

Done.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 13, 2016, 01:47:42 pm
How about moving this to 2.9 altogether? I will update the mod as soon as possible and we'll be able to work on 2.9 from then on, instead of keeping to 2.5b.
Right now I'm working on armor preview icons, I should add at least that and fire extinguishers to the new release as well, and maybe a few little things (sounds maybe poor compared to my usual output but I have much less time for modding lately. MONEY problems). Still no bigob for fire extinguisher but maybe I'll find something.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 13, 2016, 01:56:54 pm
How about moving this to 2.9 altogether?

I still haven't been able to compile a version, which would not crash when playing intro.

I think there is something wrong with YAML library, but I cannot even debug it, because in debug mode it crashes without even getting to that point (either before or just when oxc starts).
I'll have to invest more time into it; in the meantime the safest way is to use the standalone OXCE+ exe built by Yankes.

EDIT: if you want to release 2.9+ now, let's ask Yankes to build a recent version for us (https://github.com/MeridianOXC/OpenXcom/commits/oxce2.9-plus-proto). The one I can build on my own is not stable enough for a release.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 13, 2016, 02:03:16 pm
in the meantime the safest way is to use the standalone OXCE+ exe built by Yankes.

I will wait then, I'm not using any features from 2.9 yet while using a lot of features from your build. I don't want to have several separate versions.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on February 13, 2016, 03:09:32 pm
I still haven't been able to compile a version, which would not crash when playing intro.

I think there is something wrong with YAML library, but I cannot even debug it, because in debug mode it crashes without even getting to that point (either before or just when oxc starts).
I'll have to invest more time into it; in the meantime the safest way is to use the standalone OXCE+ exe built by Yankes.

EDIT: if you want to release 2.9+ now, let's ask Yankes to build a recent version for us (https://github.com/MeridianOXC/OpenXcom/commits/oxce2.9-plus-proto). The one I can build on my own is not stable enough for a release.
I'm now preparing to compile your branch, when it ready I will post link to exe.

Btw How you use yaml lib? as external library or part of project? At least in my build env I drop in yaml source files as part of project. One possible crash cause could be mismatch between debug version of lib and openxcom.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 13, 2016, 03:16:12 pm
Btw How you use yaml lib? as external library or part of project? At least in my build env I drop in yaml source files as part of project. One possible crash cause could be mismatch between debug version of lib and openxcom.

As external library.

I am investigating more on the issue now and yaml-cpp is probably not the problem.
It's probably the SDL mixer.

The crash happens when "Mix_OpenAudio" is called for the second time, i.e.:
 - after intro
 - after changing audio/mods settings (and the game needs restart)

Any idea what could be causing that?

I use:
 - SDL: 1.2.15
 - SDL_gfx: 2.0.25
 - SDL_image: 1.2.12
 - SDL_mixer: 1.2.12 (+ dynamically loaded DLLs for flac, mikmod, ogg and so on... the same ones which are in the official package for vs2010 on the ufopedia)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: yrizoud on February 13, 2016, 03:38:22 pm
the ammo prices... they were balanced with the old system in mind
[/quote]
You convinced me :D Don't change ammo system then.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on February 13, 2016, 03:40:26 pm
Strange that C libs break with C++11 (or VS2015). 2.5 compiled under new compiler work fine?

And for compiling exe, there are links:
https://www.mediafire.com/download/qi9qh6s62tkna8d/OpenXcomExPlus.zip
https://www.mediafire.com/download/ix6822c9t02iudi/OpenXcomExPlusElf.zip
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on February 15, 2016, 03:58:46 pm
Just dropping this here.  I got a crash to desktop from clicking on STR_GRAND_TOTAL in the Vaults through the base logs.  Not quite sure where the extra string for that was supposed to dwell, but it didn't bother me much.  I've never clicked on it though until now. XD
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on February 15, 2016, 06:28:34 pm
That reminds me I forgot to send the save game to Meridan.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 15, 2016, 11:32:52 pm
Yes, please, Ivan and Cristao, send me a save where I can see the crash.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on February 15, 2016, 11:45:15 pm
Here is a save.  I updated to the 2/13 .exe and still got a crash.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Gyuudon on February 16, 2016, 07:33:54 am
Are you and Dioxine going to eventually merge paths? Or forever forked? Been enjoying what you've modded in through your LPs.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 16, 2016, 12:39:25 pm
What do you mean? Meridian's fork is being distributed with Piratez.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on February 16, 2016, 04:56:04 pm
I've come across another minor glitch.  It may be in OXCE, but because I'm using Meridian's 2.5b build I thought I'd start the conversation here. 

In the basescape, when I open the Prison interface it doesn't display the capacity correctly.  I've built two prisons now in my primary base (Thanks for the nerf, Dioxine) but the prison screen still shows only 15 capacity.  15/15 space used.  In the base logs I'm seeing the correct value of 15/30 space used in the prisons.   

I was opening the interface by right clicking on either facility.  Vaults, when opened in this way, work correctly and display the base's total capacity.

(Sorry if this has already been reported)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Gyuudon on February 17, 2016, 06:07:23 am
Right, wasn't it only recently though? Does this mean in the future Meridian's exe will be the main exe for all new releases?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 17, 2016, 10:03:09 am
It was created only recently, duh... And yeah I have no choice now but to use Meridian's fork, I depend on his features :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 17, 2016, 10:19:55 am
It was created only recently, duh... And yeah I have no choice now but to use Meridian's fork, I depend on his features :)

Muahaha, I have you cornered now. Time to start stating my demands!  ;)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 17, 2016, 10:21:46 am
That'd be a mistake :) But I will hear out wishes :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 17, 2016, 11:49:04 pm
I've come across another minor glitch.  It may be in OXCE, but because I'm using Meridian's 2.5b build I thought I'd start the conversation here. 

In the basescape, when I open the Prison interface it doesn't display the capacity correctly.  I've built two prisons now in my primary base (Thanks for the nerf, Dioxine) but the prison screen still shows only 15 capacity.  15/15 space used.  In the base logs I'm seeing the correct value of 15/30 space used in the prisons.   

I was opening the interface by right clicking on either facility.  Vaults, when opened in this way, work correctly and display the base's total capacity.

(Sorry if this has already been reported)

In the prison interface you see Space available/free = 15, space used = 15... which totals to 30. Capacity is not shown anywhere.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on February 17, 2016, 11:52:56 pm
Awesome! Thanks for clearing that up for me! XD
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 18, 2016, 12:12:06 am
Here is a save.  I updated to the 2/13 .exe and still got a crash.

Fixed.
Happened when there were craft, which had empty weapon slot(s).
Download tomorrow (or later).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 18, 2016, 06:08:04 pm
I'm moving the mod to OXCE+ 2.9. It will be uploaded before weekend. So please make any new additions for 2.9 not 2.5b.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 18, 2016, 06:13:16 pm
I'm moving the mod to OXCE+ 2.9. It will be uploaded before weekend. So please make any new additions for 2.9 not 2.5b.

I will be making changes in both, just in case.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: sambojin on February 19, 2016, 12:36:13 pm
I just thought of something. Something that plenty of others have probably thought of before, so maybe I'm just re-asking for it. I don't know if it's codeable, or just requires an extensive but easy graphics mod.

A facing indicator for enemy troops.

It's already graphically shown on the enemy sprite, but sometimes it's damn hard to tell just which way enemy troops are facing when there's plenty of smoke and/or fire about. With rear armour being such a huge thing in Xpiratez, it'd be very useful. Tantamount to cheating, just because it makes it easier to plan shots, stuns, etc.

But in theory, no different to what we have now. It'll just make it obvious.

Can a small blue pixel be coded in on the enemy's game sprites to show which way they're facing (blue should stand out amongst fire/smoke/landscape).

Or will I have to do a large optional graphics mod, one pixel per enemy, per facing?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on February 19, 2016, 12:41:25 pm
Yes, I think this would be helpful in many situations. However, I'd only see it as a hotkey thing - for example by holding Shift or Tab or whatever else. Otherwise it'd just get in the way.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 21, 2016, 08:07:42 pm
New version is up.

v2016-02-21
  + Added new damage range type (0-200% with 2 dice); RandomType: 6
  + Un-hardcoded "too much smoke" threshold (for tile fire extinguisher support)
  + Fixed CTD when seeing more than 10 units
  + Fixed CTD in Grand Total
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: SIMON BAILIE on February 23, 2016, 06:04:23 pm
I'm almost at the end of the second year in a run through of piratez 0.97D using your exe of 02/21/2016 and still a long way to go. I was wondering on two ponts:

1.
Is it a glitch or intentional that you can only target star gods on a diagonal, ie the square changes from green to red? By the way they seem to be immune to handles, electro whips and stun batons, took 2 stun bombs from the small launcher to stun a star god novice.
2. With you being able to have up to 4 weapons on a craft why does it only show the first two in the geoscape, see attached picture? Or is this part of the UI hardcoded?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on February 23, 2016, 07:30:51 pm
because Dioxine don't add translation strings for weapon 3 and 4. (and if he add this, then is bug in that functionality)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 23, 2016, 08:06:52 pm
because Dioxine don't add translation strings for weapon 3 and 4. (and if he add this, then is bug in that functionality)

And I didn't add I because there is a bug in it :)

About the immunity of the invisible units to melee - no idea. They weren't like this a couple of engine versions ago. Might be that someone 'corrected' the melee targeting to aim for the central pixel, which doesn't exist. No idea, someone who knows the code could answer that.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on February 23, 2016, 08:28:29 pm
I thought the star gods were intentionally resistant to stun (hence why basic stun weapons don't work on them), to make them difficult to capture. I ended up stunning mines with a tesla coil instead of the normal stun weapons. I don't think they are immune to melee. You can hit them, but they don't take much damage from the normal melee types.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on February 23, 2016, 09:15:10 pm
And I didn't add I because there is a bug in it :)
Screenshot or didn't happen ;P
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 24, 2016, 08:46:06 pm
Nah probably I just don't know how to use it.

EDIT: I have a possible bug to report. With the "everybody fights, no-one quits" enabled, when my base was attacked, the game seemed to hung up during the equipping phase (couldn't get it to display anything else than my dog), then, after a couple of minutes, mission started, giving me no possibility to equip soldiers (the initial health damage mechanic, however, worked!). Regrettably, the attack came out of the blue and there is no save.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on February 24, 2016, 09:40:14 pm
Nah probably I just don't know how to use it.
Then you should blame documentation for not begin clear enough :)

First you need define strings id that will be used by craft weapons slots:
Code: [Select]
weaponStrings: [STR_WEAPON_ONE, STR_WEAPON_TWO, STR_3, STR_4]
Then you need add translated strings in language file:
Code: [Select]
  STR_WEAPON_ONE: "WEAPON-1>{ALT}{0}"
  STR_WEAPON_TWO: "WEAPON-2>{ALT}{0}"
  STR_3: "WEAPON-3>{ALT}{0}"
  STR_4: "WEAPON-4>{ALT}{0}"
One feature this give is that each craft can have special names or slots like "Booster" or "Radar".
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 24, 2016, 11:01:25 pm
Thanks it is clear now!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 26, 2016, 11:53:46 pm
New version is up.

v2016-02-26
  + Added supplies indicator for manufacturing
  + Added support for custom HWP/auxiliary preview icons
  + Temporarily disabled LOOT window for base defense (will implement later)

Example for modding HWP icons:

Code: [Select]
extraSprites:
  - type: CustomItemPreviews
    width: 120
    height: 20
    subX: 12
    subY: 20
    files:
      0: Resources/UI/custom-hwp-previews.png
items:
  - type: STR_DOGE
    customItemPreviewIndex: 1
  - type: STR_MUTANT_EGGHEAD
    customItemPreviewIndex: 3
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: SIMON BAILIE on February 27, 2016, 01:58:47 am
Had a weird crash just now but I'm able to work around it at the moment. As the clock goes past midnight the game crashes, I checked several different dates. However if I halt the research on the "GOVT/RETICULAN FILES" before midnight the game goes on fine. I've researched this topic before from manufacturing the personel data and had no problems so I'm unsure why this is happening on this occasion. I also deleted my options.cfg file to see if that helped but no luck and I upgraded to the .exe of 2016-02-26 as it originally started crashing on the one of 2016-02-21 but still no luck. Any ideas? The reserve.sav is with the research halted, test.sav is not.

ps I only noticed that Dioxine had done v0.98 which corrects this, so I'll try that version via your exe, just one final point can I use my current game or do I have to start a new campaign?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on February 27, 2016, 02:06:51 am
Retried to compile 2.9 (2.5 worked fine a few days ago, but now Piratez moved to 2.9...) and I got:

Code: [Select]
OpenXCom/Compilations/Meridian/src/Basescape/NewManufactureListState.cpp: In member function ‘void OpenXcom::NewManufactureListState::fillProductionList(bool)’:
OpenXCom/Compilations/Meridian/src/Basescape/NewManufactureListState.cpp:187:40: error: ‘class OpenXcom::Base’ has no member named ‘getItems’
  ItemContainer * itemContainer (_base->getItems());
                                        ^
make[2]: *** [src/CMakeFiles/openxcom.dir/Basescape/NewManufactureListState.cpp.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[1]: *** [src/CMakeFiles/openxcom.dir/all] Error 2
make: *** [all] Error 2

A quick look shows that there is indeed no call to "_base->getItems()" but that one, so I assume it is supposed to be something else?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on February 27, 2016, 02:53:54 am
This probably should be `getStorageItems`. There was rename between 2.5 and 2.9.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on February 27, 2016, 02:59:26 am
Yup! I was coming to report that it went through compilation with getStorageItems. Hopefully everything else works :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 27, 2016, 02:21:28 pm
Fixed.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 27, 2016, 05:36:51 pm
I just thought of something. Something that plenty of others have probably thought of before, so maybe I'm just re-asking for it. I don't know if it's codeable, or just requires an extensive but easy graphics mod.

A facing indicator for enemy troops.

It's already graphically shown on the enemy sprite, but sometimes it's damn hard to tell just which way enemy troops are facing when there's plenty of smoke and/or fire about. With rear armour being such a huge thing in Xpiratez, it'd be very useful. Tantamount to cheating, just because it makes it easier to plan shots, stuns, etc.

But in theory, no different to what we have now. It'll just make it obvious.

Can a small blue pixel be coded in on the enemy's game sprites to show which way they're facing (blue should stand out amongst fire/smoke/landscape).

Or will I have to do a large optional graphics mod, one pixel per enemy, per facing?

Something like this?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on February 27, 2016, 06:05:20 pm
Once more, great, no.. awesome work on the UI. Your change make this game so much more polished it feels almost like OXC to the original!

One more request: Is there a way you could fix the empty "Research completed" messages? I think they pop when you complete a project you've already done before (like interrogating something for the second time), but I am not entirely sure. You had one in the last episode I've watched here (https://www.youtube.com/watch?v=X3HbtkZSnQM&index=38&list=PLe0K-GUDQkNJM3d7NgS4gU7u-Pm-4JWk3&t=38m47s).

It would be really neat to have that say whoever it was that got interrogated.

Thanks!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on February 28, 2016, 12:27:47 am
So I played with your new 2.5b+ (2/26/16) update for half an hour.   Then swapped over to the new one (2.9) that came packaged with .98.  Sorry. I had to go back.  The Manufacturing required items preview is just too good! 

Please let me know when you update the 2.9+ branch to include this. :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on February 28, 2016, 01:35:21 am
Ack! Now I've done it!

Using the 2/26/16 2.5b+ executable I just got a crash trying to enter the Inventory screen from the Vessel equipping ui.   I don't have a save that I know will recreate this but I'll post one if I do.

Edit:  Found one. :)

(https://openxcom.org/forum/index.php?action=dlattach;topic=4187.0;attach=20644)

Edit#2:  Looks like it may be the difference between the 2.9 ex (which works (Bundled in .98)), and 2.5b+ 2/26.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: SIMON BAILIE on February 28, 2016, 12:30:20 pm
Have upgraded to v0.98 but still getting the crash to the desktop if the "GOVT/RETICULAN" research topic is completed-see attached.

I've just tested there what could be a minor exploit, if you've a troop with bio suit armor who regenerates to full health but still has fatal wounds you don't need any infirminary time!
-see attached pics
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on February 28, 2016, 03:30:47 pm
SIMON, Go to the bugs thread. I had a similar problem. There are a couple of lines of code for you to paste into the piratez.rul file.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 28, 2016, 03:43:25 pm
That fix was already included in 0.98. I cannot find what else could be wrong with this topic. I need a save to analyze.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on February 28, 2016, 04:22:20 pm
About infirmary time, in some future I will add option for calculating it based on other factors than health.
This will allow some break time because of stress or reduce recovery time for unit with lot of health.
Another benefice of this would be that in even longer run it will be able support surgery rooms that reduce time to recover.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on February 28, 2016, 04:43:46 pm
This will allow some break time because of stress

"Hey, where's Spiral Vixen? I need her on board, now."
"Cap'n, she said she needed some break time because of stress."
"Meaning?"
"She's passed out from the rum and won't wake up in three days at least."
"Dayum!"
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 28, 2016, 04:55:02 pm
@Ivan: 2.5b and 2.9 are not compatible, don't mix! Good news... I managed to compile a working version (I hope), download links below

New version(s) are up.

v2016-02-28
  + Added hit/miss log (press Ctrl+H to show) -- only shows the last "action"
  + Added unit facing indicator (hold SHIFT to show)

Download 2.5b+ for PirateZ 0.97: https://drive.google.com/open?id=0B8itkFQbhj-YMzU5dmN6NElJWUE
Download 2.9+ for PirateZ 0.98: https://drive.google.com/open?id=0B8itkFQbhj-YdmxIaFVZMTR1TTQ
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on February 28, 2016, 07:21:01 pm
^Meridian wrt version 2.9, a dll file is missing. MSVCP140-dll-is-missing. That is odd. Looks like a problem with MSVC 2015. Never had this error before.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on February 28, 2016, 07:59:15 pm
^Meridian wrt version 2.9, a dll file is missing. MSVCP140-dll-is-missing. That is odd. Looks like a problem with VC 2015. Never had this error before.
This is becasue Meridian finally managed to compile it under VS2015, until this point I compile 2.9 it using MinGW.
You probably need install c++ redistribute for VC 2015.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Countdown on February 28, 2016, 08:27:35 pm
About infirmary time, in some future I will add option for calculating it based on other factors than health.
This will allow some break time because of stress or reduce recovery time for unit with lot of health.
Another benefice of this would be that in even longer run it will be able support surgery rooms that reduce time to recover.
This is a cool idea. Anything that increases the RPG element enhances the game in my opinion.

If you do this you should make it so you can't just sack a soldier that is on leave or injured. I already think that should be an optional enforcement in the game limiting the number of soldier sacking you can do. (Maybe you can sack 1 out of every 10 you hire?) Don't these soldiers have contracts? Workers comp? Severance pay? No, you can just fire them when they take a bullet to the chest for your cause!

Same for firing soldiers with low stats. This is the alien apocalypse, not the NFL draft.  ;) Realistically you wouldn't have an endless supply of expert soldiers you could cycle through hiring/firing on a whim.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on February 28, 2016, 11:26:41 pm
I can simply increase recruitment cost now while keeping the monthly pay on the current level. So you'll pay insurance in advance, like when acquiring a MERC fighter :)

EDIT: @Meridian: is it possible for you to compile everything into a single file like Yankes does? All these dll's tend to create a mess.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on February 29, 2016, 02:09:34 am
Here is the link to get the missing .dlls.  I had to use the x86 version to get it working.
https://www.microsoft.com/en-us/download/details.aspx?id=48145
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 29, 2016, 08:44:13 am
EDIT: @Meridian: is it possible for you to compile everything into a single file like Yankes does? All these dll's tend to create a mess.

No, I don't know how to do it :(
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on February 29, 2016, 10:24:14 am
Here is the link to get the missing .dlls.  I had to use the x86 version to get it working.
https://www.microsoft.com/en-us/download/details.aspx?id=48145

Very important. I had installed the 64bit version and was getting the same error. I will try the x86 version when I get home.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on February 29, 2016, 05:24:32 pm
Brainstorming a feature request here, Meridian. :)

You have a great solution for calculating the number of items that could be made from the available resources. 

Could we now use that value to automatically assign that many items for manufacture when starting the manufacturing job?   I'm imagining "middle-clicking" on the up arrow, would change the number to be made to that exact number.  We already increment by 1 with a left click, Increase by x-value with the scroll wheel (I like 10), and set to infinite with right click.

Then all we would have to do, is see that some hostages for slaves are available etc, click into the manufacturing job, middle click and done. :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 29, 2016, 05:29:00 pm
Good idea, but middle clicking is just too much :)
Maybe a small new button or something a bit more intuitive instead?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: yrizoud on February 29, 2016, 06:22:24 pm
For the exact case that you mention, "infinite" does the job. If some more resources become available during the process, they will get processed too, but it seems to be your intent.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on February 29, 2016, 06:59:22 pm
For the exact case that you mention, "infinite" does the job. If some more resources become available during the process, they will get processed too, but it seems to be your intent.
Yeah, I guess thats true!  Thanks for pointing that out. :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on March 01, 2016, 08:17:47 am
Confirmed 32bit worked instead of 64 bit.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Eddie on March 01, 2016, 03:41:14 pm
Topic: Melee damage

Melee damage is complicated. Personally, I use a spreadsheet to calculate melee weapon damage for my gals. People used to do that for manufacturing for profit, but now we don't need that anymore because we have the ingame info. I would like to have something similar for melee damage.

Problem is, the damage is dependent on the armor of the target. So you cannot calculate a correct damage value when you equip an item. Since meridian implemented a combat log, I would suggest to use that to give some feedback on melee weapon damage. Not the actual numbers, just some rough indicators. Like "no damage", "minor scratch", "good hit" and "devastating blow".
Logic behind that, if you are fighting someone in melee, you CAN tell if you injured him or if your blow did nothing. When you hit someone with a hammer from behind and the blow bounced right off their armor, you will know. If you chainsaw someone and their armor compleately stops it, you will know. When you hit someone in the face with fistycuffs and land a good hit, you know that you did. This should help beginners figuring out how effective their melee strategies are.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on March 01, 2016, 04:45:15 pm
Hm how about adding a function for a custom hitSound played when no damage was dealt? That should be an easy solution.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on March 01, 2016, 04:54:42 pm
I love the idea of the custom sound. :)  "Tink"
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on March 01, 2016, 05:42:36 pm
Quote
"The altar is smashed by the greater moloch! An energy bolt strikes down on the greater moloch! The greater moloch shruggs it off and laughs with malicious glee!"
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: yrizoud on March 01, 2016, 06:13:02 pm
Note that it will also affect hits on your girls.
If somebody tackles this change, please also offer a custom (visual) hit animation for no damage, as a thought for deaf players.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on March 01, 2016, 06:17:26 pm
Adding a text log, like in Fallout or Baldur's Gate, would be more informative - if you think about deaf people, they won't know if they hit in the first place. Text log would make everything clear, to both deaf and non-deaf.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on March 01, 2016, 07:18:43 pm
Hm how about adding a function for a custom hitSound played when no damage was dealt? That should be an easy solution.
Not so easy, right now biggest problem is order of sound play and damage calculation. When you know that no damage was done it already after sound and animation ended. At some point I want change this but right now I have other things to do.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on March 01, 2016, 07:40:35 pm
How about the log, then?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on March 01, 2016, 08:02:42 pm
How about the log, then?

This is closer to Meridian domain :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on March 01, 2016, 08:28:42 pm
Hence posting it here :)
The text field just above the GUI can display info about attack (xxx was hit with xxx for xxx damage); but no numbers, just 'light', 'heavy', 'critical' damage or sth.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on March 01, 2016, 08:36:08 pm
Then I'd also like the "looks: almost dead" added somewhere there. :D
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on March 01, 2016, 08:46:04 pm
but no numbers, just 'light', 'heavy', 'critical' damage or sth.

... based on percentage of the targets health.

- light = 0 - 10 %
- medium = 10 - 30%
- heavy = 30 - 60%
- critical = 60% +

etc
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on March 01, 2016, 08:59:29 pm
Medium damage sounds so uncool :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on March 01, 2016, 09:26:48 pm
telling damage?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on March 01, 2016, 09:30:06 pm
Actually Bloax had the best idea so far:

<+Bloaxor> ![2/3]: If you hit something and the message ends with !, that means you did 7-17 damage. !!: 18-35. !!!: 36-71. !!!!: 72-143. !!!!!: 144-287. !!!!!!: 288+; and so on. Yikes!

(damage after armor)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Boltgun on March 02, 2016, 01:08:02 pm
An alternative could be telling more about the percentage roll resulting from a shot.

Perhaps it should tell :
- 0-50% : Glancing hit
- 50-150% : Hit
- 150%-200% : Perfect hit

And as an option, tell 'no damage' if there is neither hp or stun damage applied. At least you'll know if you've been simply unlucky.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on March 02, 2016, 06:56:45 pm
Then I'd also like the "looks: almost dead" added somewhere there. :D
This is possible in 2.9. You can change torso (or any other part if you are crazy enough) based on lost hp.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on March 03, 2016, 05:16:09 pm
This is possible in 2.9. You can change torso (or any other part if you are crazy enough) based on lost hp.

Yeah, but I was referring to Fallout and the text console.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Moon_Dew on March 05, 2016, 11:05:18 pm
Could someone explain how to install this, please?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Moon_Dew on March 06, 2016, 12:57:41 am
Semi-related to this thread.  Before you log-off, do your fellow members a favor, and CHECK YOUR INBOX!!!

Someone may have asked you an important question, so please check your inbox and reply to your messages.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bloax on March 06, 2016, 01:24:20 am
quite a lot of ruckus for something that is supposed to work by dumping it into the base folder the piratez mod comes with and then running OpenXcomExPlus29.exe instead of OpenXcomExPlus.exe
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Moon_Dew on March 06, 2016, 01:26:57 am
Sorry, I wasn't for sure if that was all I had to do or not, and was getting irritated by the fact that no one explained this.  Thanks.

By the way, semi-related, is there a way to make my pirates invincible, or at least close to it?  Like some sort of code to edit or something like that?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on March 06, 2016, 01:48:05 am
By the way, semi-related, is there a way to make my pirates invincible, or at least close to it?  Like some sort of code to edit or something like that?

Cheaters are NOT welcome here.

Your questions are adressed in the documentation, plus no one is obliged to answer right away. Pai Sho is a game of Patience.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Moon_Dew on March 06, 2016, 02:21:57 am
Game's calling it the Ufopedia instead of the Bootypedia...what did I do wrong?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on March 06, 2016, 02:48:52 am
Only US-English language version is supported.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: SagaDC on March 08, 2016, 09:51:53 am
I just applied Meridian's mod, and everything seemed to be working fine for a bit. But now every time I load a saved game, all of my Hands disappear. Any idea why that might be happening?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 08, 2016, 01:17:41 pm
I just applied Meridian's mod, and everything seemed to be working fine for a bit. But now every time I load a saved game, all of my Hands disappear. Any idea why that might be happening?

Which version of X-PirateZ do you have?
And which version of my mod do you have?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: SagaDC on March 08, 2016, 04:53:24 pm
Which version of X-PirateZ do you have?
And which version of my mod do you have?

I installed X-Piratez  0.97D (2.5+ v01-29-2016), the latest version on the OpenXcom website. I then installed the 0.98 (2.9+ v2016-02-28) mod from the beginning of this thread on top of it. It's entirely possible that I installed it wrong, or overlooked some kind of compatibility issue between the versions.

I installed the 0.98 mod by simply copy/pasting the files into the 0.97D folder and replacing as necessary, then using the new executable to launch the game. I did end up having to install Microsoft Visual C++ 2010 to get it to work, but after that it seemed to work fine.

At the moment I can save during battles without any issues, but if I save during the Geoscape sequence then the save file will "forget" all of my Hands, leaving my Barracks and vessels empty.

EDIT - When I revert the game back to 2.5b+, my save files work just fine. My Hands reappear in the barracks, even in files where they had seemingly disappeared.

EDIT x2 - I just realized that with the 2.9+ mod applied, it also removes the ability to hire new Hands through the Black Market.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 08, 2016, 06:31:16 pm
I installed X-Piratez  0.97D (2.5+ v01-29-2016), the latest version on the OpenXcom website. I then installed the 0.98 (2.9+ v2016-02-28) mod from the beginning of this thread on top of it. It's entirely possible that I installed it wrong, or overlooked some kind of compatibility issue between the versions.

Yes, it is a compatibility issue.

PirateZ 0.97 is comaptible only with 2.5+.
PirateZ 0.98 is compatible only with 2.9+.

That's why I keep two download links in the first post...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: SagaDC on March 08, 2016, 07:11:17 pm
Yes, it is a compatibility issue.

PirateZ 0.97 is comaptible only with 2.5+.
PirateZ 0.98 is compatible only with 2.9+.

That's why I keep two download links in the first post...

Ah! Well, that would certainly explain it then. I knew I had overlooked something obvious. I did notice the specific compatability notes, but apparently I clicked on the wrong download link anyway. :P

Thank you very much, and I hope you folks keep up the good work. Even with the compatability issues, I've still been having a blast trying out X-Piratez. :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 10, 2016, 12:22:03 am
New version is up.

Download for piratez 0.98 already available in first post.
Download for piratez 0.97 will be published tomorrow.

v2016-03-09
  + Added fatal wounds infobox (shortcut is ctrl+w)
  + Manufacturing: displaying produced items after required items
  + Added support for field medic experience training (=experience training possible (by default no training) when healing fatal wounds of any unit)
  + Fixed primed grenade indicator (inventory ground)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on March 10, 2016, 01:26:41 am
Would it be possible to make a command next to a research topic which blocks another research? This would allow to introduce choices and multiple paths. One crucial thing, the command should remove the blocked topic from the list if the blocking one is selected for research; otherwise it would be possible to bring both of them to the research menu and have both.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 10, 2016, 10:27:42 am
Would it be possible to make a command next to a research topic which blocks another research? This would allow to introduce choices and multiple paths. One crucial thing, the command should remove the blocked topic from the list if the blocking one is selected for research; otherwise it would be possible to bring both of them to the research menu and have both.

Yes... can you give me one specific example for inspiration?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on March 10, 2016, 06:02:51 pm
Yeah. I'm not planning to add this soon, but there's an idea you could take the evil path: striking a deal with Mercs and throwing away all this 'defend the mutants' thing, become for-profit-only evil pirate. I was planning to do it like this:
1. optional research that enables a new mission spawn
2. mission (do a Pogrom... yourself, and get paid)
3. you get  research item
4. once researched, this changes missions that spawn - in short, no more Mutant Pogroms in the defensive sense, now you go to kill and rob the mutants.
5. this should make it impossible to form Mutant Self Defense Force or help mutants in other constructive ways;
6. However, even if these actions will be based on missions too, and these missions would be blocked by research, the player can hoard a research item and research them both later, at the same time, thus weaseling out of such a choice.

This is only a general outline; it's possible there will be more of such game-altering choices.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Roxis231 on March 11, 2016, 10:57:07 pm
New version is up.

Download for piratez 0.98 already available in first post

Downloaded and tried out.

Quote
OpenXcomExPlus29.exe is not a valid Win32 application

??? WTF ???

Never had any of the previous 2.9's do that before.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on March 12, 2016, 09:11:57 pm
Just tried to compile from the 2.9-plus-proto branch and got:

Code: [Select]
/home/jpaucl/XCom/OpenXCom/Compilations/Meridian/src/Basescape/ManufactureStartState.cpp: In constructor ‘OpenXcom::ManufactureStartState::ManufactureStartState(OpenXcom::Base*, OpenXcom::RuleManufacture*)’:
/home/jpaucl/XCom/OpenXCom/Compilations/Meridian/src/Basescape/ManufactureStartState.cpp:137:56: error: cannot pass objects of non-trivially-copyable type ‘const class OpenXcom::LocalizedText’ through ‘...’
   _lstRequiredItems->addRow(1, tr("STR_UNITS_PRODUCED"));
                                                        ^
make[2]: *** [src/CMakeFiles/openxcom.dir/Basescape/ManufactureStartState.cpp.o] Error 1

:(
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 12, 2016, 10:49:08 pm
OpenXcomExPlus29.exe is not a valid Win32 application
Never had any of the previous 2.9's do that before.

No idea man...

Just tried to compile from the 2.9-plus-proto branch and got:
ManufactureStartState.cpp:137:56: error: cannot pass objects of non-trivially-copyable type ‘const class OpenXcom::LocalizedText’ through ‘...’
_lstRequiredItems->addRow(1, tr("STR_UNITS_PRODUCED"));

Assign tr("STR_UNITS_PRODUCED") to a variable before this line; and then just use the variable instead... or just replace that whole thing with a static text

cross-platform/compiler compatibility is gonna kill IT one day I tell ya...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bloax on March 13, 2016, 12:11:19 am
Downloaded and tried out.

??? WTF ???

Never had any of the previous 2.9's do that before.
l
Are you running WinXP by any chance?

If no, then are you running a 64-bit OS?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on March 13, 2016, 02:56:01 am
Assign tr("STR_UNITS_PRODUCED") to a variable before this line; and then just use the variable instead... or just replace that whole thing with a static text

cross-platform/compiler compatibility is gonna kill IT one day I tell ya...

That's odd, my compiler never seemed to be more picky except with oxce+.. Anyhow.

I tried to define a variable, and failed pathetically.. it wouldn't store the value in anything but a "const OpenXcom::LocalizedText", which the addRow function wouldn't accept any ways... I expect addRow wants a normal string, but I couldn't use a std::string to store the output.

I ended up commenting out the line and writing:
Code: [Select]
                https://_lstRequiredItems->addRow(1, tr("STR_UNITS_PRODUCED"));
                _lstRequiredItems->addRow(1,"Units Produced");

which went through compilation. It's still compiling (takes forever...), hopefully it works. If you could address that in a better way, I'd be happy to get a proper fix ;)

Also, I noticed that in Piratez, STR_UNITS_REQUIRED is "UNITS REQUIRED", but STR_UNITS_PRODUCED is "Units Produced", that seemed weird if they are to be displayed equivalently.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Roxis231 on March 13, 2016, 09:41:34 pm
l
Are you running WinXP by any chance?

If no, then are you running a 64-bit OS?

On my home machine - yes. but every other version of 2.9 has worked on that machine before, so why not this one?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bloax on March 14, 2016, 12:17:12 am
Because Microsoft is a bag of dicks and introduced a neat feature into MSVC2015/2016 that makes the compiled executables unrunnable in WinXP.

There's a fix for it, but I can't find it at the moment.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on March 14, 2016, 01:43:13 am
Can't run the new version - no MSCCP140.dll found. It's an old Win7 64-bit system, impossible that something like .NET is missing.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bloax on March 14, 2016, 02:03:15 am
There's no mention of MSCCP140.dll in the many dependencies of OpenXcomExPlus29.exe in Dependency Walker, but there are of MSVCP140.dll.

Which is part of the 2015 Visual C++ Redistributable.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on March 14, 2016, 02:37:18 am
There's no mention of MSCCP140.dll in the many dependencies of OpenXcomExPlus29.exe in Dependency Walker, but there are of MSVCP140.dll.

Which is part of the 2015 Visual C++ Redistributable.

Yep, you are correct. It was my typo.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on March 14, 2016, 02:12:02 pm
Can't run the new version - no MSCCP140.dll found. It's an old Win7 64-bit system, impossible that something like .NET is missing.

Here is the link to get the missing .dlls.  I had to use the x86 version to get it working.
https://www.microsoft.com/en-us/download/details.aspx?id=48145
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on March 14, 2016, 03:00:31 pm
Here is the link to get the missing .dlls.  I had to use the x86 version to get it working.
https://www.microsoft.com/en-us/download/details.aspx?id=48145

Thanks, I'll try it when I'm back home.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 14, 2016, 03:02:36 pm
That's odd, my compiler never seemed to be more picky except with oxce+.. Anyhow.

I tried to define a variable, and failed pathetically.. it wouldn't store the value in anything but a "const OpenXcom::LocalizedText", which the addRow function wouldn't accept any ways... I expect addRow wants a normal string, but I couldn't use a std::string to store the output.

I ended up commenting out the line and writing:
Code: [Select]
                https://_lstRequiredItems->addRow(1, tr("STR_UNITS_PRODUCED"));
                _lstRequiredItems->addRow(1,"Units Produced");

which went through compilation. It's still compiling (takes forever...), hopefully it works. If you could address that in a better way, I'd be happy to get a proper fix ;)

Try this and let me know if it helped please.

Code: [Select]
std::wstring temp = tr("STR_UNITS_PRODUCED");
_lstRequiredItems->addRow(1, temp);
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on March 14, 2016, 06:48:59 pm
Probably only right solution is (copy paste from another file):
Code: [Select]
_lstFacilities->addRow(1, tr((*i)->getType()).c_str());This is because `addRow` have C variadic arguments: https://en.wikipedia.org/wiki/Variadic_function

Only `wchar_t*` can be pass because `addRow` reads only this type:
Code: [Select]
txt->setText(va_arg(args, wchar_t*));
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on March 14, 2016, 07:22:05 pm
Here is the link to get the missing .dlls.  I had to use the x86 version to get it working.
https://www.microsoft.com/en-us/download/details.aspx?id=48145

Sadly, it didn't help. (I had it installed already.)

I guess I'll just wait for another compilation. If only my current version didn't crash when 10+ enemies are visible. :P
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on March 14, 2016, 07:34:13 pm
Meridian, I think that could be helpful for you: https://msdn.microsoft.com/en-us/library/jj851139.aspx?f=255&MSPPError=-2147217396
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 14, 2016, 11:11:44 pm
Meridian, I think that could be helpful for you: https://msdn.microsoft.com/en-us/library/jj851139.aspx?f=255&MSPPError=-2147217396

OK, I tried that... let's see if it helps.

New version is up (2.9-based only).

v2016-03-14
  + Compiled using XP-compatibility settings? -- thanks Yankes
  + Fixed linux compilation issue reported by Arthanor (hopefully) -- thanks Yankes
  + Changed unit facing indicator hotkey (ALT instead of SHIFT)
  + Added custom physical training factor (percentage between 0 and 100)
    - default 100 % (customTrainingFactor: 100)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on March 14, 2016, 11:32:07 pm
Sorry, but I still have the error I mentioned before. Installing the MS distributable doesn't help.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 14, 2016, 11:37:12 pm
Sorry, but I still have the error I mentioned before. Installing the MS distributable doesn't help.

What operating system do you have?
Are you using all files from the package? (a couple versions ago one DLL has changed too, not only EXE)
Did you install 32-bit version of C++ redistributable as Ivan suggested?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on March 14, 2016, 11:43:52 pm
What operating system do you have?

Windows 7, 64 bit.

Are you using all files from the package? (a couple versions ago one DLL has changed too, not only EXE)

Yes, everything.

Did you install 32-bit version of C++ redistributable as Ivan suggested?

He did? He mentioned that he had to get the x86 version, but I figured he simply had a 32-bit system...

Anyway, tried this now, it works. :) Thanks, guys!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 14, 2016, 11:51:29 pm
Anyway, tried this now, it works. :) Thanks, guys!

Happy to hear that.
And please... be extra careful with custom training factor... less than 50-60% is as good as nothing.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on March 15, 2016, 03:55:51 am
Try this and let me know if it helped please.

Code: [Select]
std::wstring temp = tr("STR_UNITS_PRODUCED");
_lstRequiredItems->addRow(1, temp);

No :(

Code: [Select]
Scanning dependencies of target openxcom
[  0%] Building CXX object src/CMakeFiles/openxcom.dir/Basescape/ManufactureStartState.cpp.o
/home/jpaucl/XCom/OpenXCom/Compilations/Meridian/src/Basescape/ManufactureStartState.cpp: In constructor ‘OpenXcom::ManufactureStartState::ManufactureStartState(OpenXcom::Base*, OpenXcom::RuleManufacture*)’:
/home/jpaucl/XCom/OpenXCom/Compilations/Meridian/src/Basescape/ManufactureStartState.cpp:139:50: error: cannot pass objects of non-trivially-copyable type ‘std::wstring {aka class std::basic_string<wchar_t>}’ through ‘...’
                 _lstRequiredItems->addRow(1, temp);
                                                  ^
make[2]: *** [src/CMakeFiles/openxcom.dir/Basescape/ManufactureStartState.cpp.o] Error 1
make[1]: *** [src/CMakeFiles/openxcom.dir/all] Error 2
make: *** [all] Error 2

And my fixed compiled, but I don't think it worked either... (see attached)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on March 15, 2016, 08:05:32 am
Windows 7, 64 bit.

Yes, everything.

He did? He mentioned that he had to get the x86 version, but I figured he simply had a 32-bit system...

Anyway, tried this now, it works. :) Thanks, guys!

I dont know why the 64bit version didnt work. I too had to use the x86 version before I could get it working and my system is 64bit windows.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on March 17, 2016, 01:16:15 pm
Due to upgrade to 2.9 OXCE, the 'avatar instead of rank' function doesn't work so well anymore, as different races should have different avatars. Perhaps it'd be possible to add functionality to set the armor used as source, and xy offset for every soldier race separately?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 17, 2016, 02:05:23 pm
Due to upgrade to 2.9 OXCE, the 'avatar instead of rank' function doesn't work so well anymore, as different races should have different avatars. Perhaps it'd be possible to add functionality to set the armor used as source, and xy offset for every soldier race separately?

EDIT: Done. New version is up.

v2016-03-17
  + Ability to define avatar position (per soldier type)
  + Ability to define armor for avatar in the ruleset

Code: [Select]
  - type: STR_SOLDIER
    costBuy: 20000
    costSalary: 5000
    armor: STR_NONE_UC
    armorForAvatar: STR_LOADER_ARMOR_UC #if not specified, currently worn armor will be used
    avatarOffsetX: 56 # default is 66
    avatarOffsetY: 50 # default is 42
...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on March 17, 2016, 08:27:55 pm
Thank you :) I will try to add a playable race before your next recording. Doggies are out of question, without that 2-dog limit, massive homing-HE-pack-bombing will ensue :) But I'll try to cook something up. Maybe upgradeable Advisors (Mindprobe of Haste, some armor).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Roxis231 on March 19, 2016, 06:22:56 am
Meridians, just downloaded and tried the 2016-03-17 version of 2.9

I'm still getting the 'Not a Valid Win32 Application' Error.

You fixed this in the 2016-03-14 version - Why is it back?

PS - Can't find a copy of 2016-03-14 in the links, is it possable to get one?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 19, 2016, 09:01:46 am
Meridians, just downloaded and tried the 2016-03-17 version of 2.9
I'm still getting the 'Not a Valid Win32 Application' Error.
You fixed this in the 2016-03-14 version - Why is it back?
PS - Can't find a copy of 2016-03-14 in the links, is it possable to get one?

It's back because I compiled it on a different computer (on notebook while waiting for a delayed flight :D)

The first post contains a link to an archive, you can get 2016-03-14 there.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Roxis231 on March 20, 2016, 06:47:08 am
It's back because I compiled it on a different computer (on notebook while waiting for a delayed flight :D)

Ah, so you'll fix it in the next release, great.

The first post contains a link to an archive, you can get 2016-03-14 there.

Huh, I thought that was just for old v2.5 archives.  Thanks.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on March 21, 2016, 07:11:47 pm
Hi Meridian... I worked a bit more on that "cleaned" smoke that I showed you earlier, and toned down the movements alot.   Here is an animated .gif.

(https://piskel-imgstore-b.appspot.com/img/5bb7e787-ef87-11e5-b20a-2d9b8664c5dc.gif)

Let me know if this is closer to something you would like.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on March 22, 2016, 10:26:33 pm
Hi Meridian,

(yeah, there is more of us)

psycHoTik made this:

https://openxcom.org/forum/index.php/topic,4421.msg60888.html#msg60888

Can you please evaluate his code and if it's correct, perhaps include it in your build? Because impossibility to regulate vision ranges during the day is quite exasperating.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 22, 2016, 10:52:17 pm
Yankes wrote in his last update post on OXCE 3.0 something about scripts for unit visibility:

- scripts access to unit reactions and maybe visibility too

But I'll have a look and include it if it makes sense... I may contact you again regarding exact requirements.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on March 22, 2016, 10:58:32 pm
Thank you, effendi. Whenever you ask. :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 25, 2016, 06:18:06 pm
New version's up.

v2016-03-25
  + Added support for visibility during day (per armor type), more info: https://openxcom.org/forum/index.php/topic,4421.msg60977.html#msg60977
  + Some minor armor equip improvements, more info: https://openxcom.org/forum/index.php/topic,2915.msg60964.html#msg60964
v2016-03-23
  + Added support for craft auto-patrol, more info: https://openxcom.org/forum/index.php/topic,4228.msg60926.html#msg60926

Download in the first post.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Eddie on March 26, 2016, 01:33:37 am
I had a moment of enlightenment.

We could have weapon specific behaviour for kneeling. For example, snipers could get a bigger boost to accuracy for kneeling than other weapons. Autofire range could be extended when kneeling. Or snap range or aimed range. Think of the possibilities!

I'm not sure if this is the right place to post this idea, but if you like it I'm sure you will tell the right person.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on March 26, 2016, 11:52:27 am
I had a moment of enlightenment.

We could have weapon specific behaviour for kneeling. For example, snipers could get a bigger boost to accuracy for kneeling than other weapons. Autofire range could be extended when kneeling. Or snap range or aimed range. Think of the possibilities!

I'm not sure if this is the right place to post this idea, but if you like it I'm sure you will tell the right person.
This is in TODO in next release of Extended.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bloax on March 26, 2016, 02:58:49 pm
Meridians, just downloaded and tried the 2016-03-17 version of 2.9

I'm still getting the 'Not a Valid Win32 Application' Error.

You fixed this in the 2016-03-14 version - Why is it back?

PS - Can't find a copy of 2016-03-14 in the links, is it possable to get one?
https://dl.dropboxusercontent.com/u/63152810/oxcep.zip
Does this work, by any chance?

I gave it a little bit of dirty juice (https://encode.ru/threads/1838-Command-Line-Process-Profiling-Tool?p=35716&viewfull=1#post35716).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on March 26, 2016, 03:03:37 pm
Just wanted to report that I dl-ed the 3-25 version, and the "Shift" key for entity facing didn't seem like it was working.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 26, 2016, 03:37:08 pm
@Bloax and Roxis: the 2016-03-23 and 2016-03-25 should again work on win XP... can someone confirm?

@Ivan: the shortcut was changed from shift to alt... read the changelog  :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on March 26, 2016, 04:03:04 pm
.... read the changelog  :)

pfft.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: yrizoud on March 26, 2016, 07:16:18 pm
I can confirm the 2016-03-25 works fine on Windows XP 32bit. The linked MSVC++2015 redistributable was necessary, that's normal.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: doctor medic on March 26, 2016, 09:49:25 pm
So i got vc redist x86 for my 32 bit machine,i threw everything from the 2016 exe download in the same folder where i downloaded piratez and yet i still get this crash from the explus29 exe

ucrtbase.abort cant find api-ms-crt-runtime-L1-1-0.dll.

even thought i have that dll in the system32 folder

(Damn it guys does this update need to have these issues?)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 26, 2016, 10:03:40 pm
(Damn it guys does this update need to have these issues?)

You really think I want you to have issues?
Just continue with this tone and I'll stop completely...

Anyway, after googling for a few minutes, I believe your VC++ 2015 32-bit redist failed to install properly (or you installed a different version). Try uninstalling and installing again.

PS: and for love of god, don't try to copy the file manually to your system32 folder, you're asking for trouble if you do that
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: doctor medic on March 26, 2016, 10:08:43 pm
I apologise for the tone,i think that i may have multiple versions installed and they may be conflicing with each other,regardless i will try to find and remove all of them and then install the proper one.

Is there a program to download the dll files in a proper manner or is there a method that im not aware of?

there is only 86 and 64 bit so naturaly my 32 bit machine should only be compatible with 86 as i cant find a 36 option.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 26, 2016, 10:15:44 pm
Correct installation file can be downloaded here: https://www.microsoft.com/en-us/download/details.aspx?id=48145
Use the _x86 version.

PS: I will try compiling future versions under Linux, but it will take me some time to learn how to do it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: doctor medic on March 26, 2016, 10:19:39 pm
They are the same,i used the link from the first page and i believe that you gave me that one to use,i have deleted all previous redist from my pc including this one but even after the reinstall i get ucrtbase.terminate instead of abort,it's still about api-ms-win-crt-runtime-l1-1-0.dll

I cant give much detail as it's written in greek and a translation might make it sound more complicated that it needs to be.

But maybe it has to do with where i have the dll.I did threw that one in system32 haphazardly after all,i probably had to do something else considering that you mentioned how ugly things can get.

I am certain that 2016-03-25-oxce29plus.zip needs to have its contents moved in the same file as piratez,i cant mistake that.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Roxis231 on March 27, 2016, 08:49:00 am
Personaly I just put a copy of the DLL's in the X-Piratez folder - It seems to work.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: doctor medic on March 27, 2016, 11:29:00 am
i did so with the api-ms dll but it didnt seem to work.Even with vc redist and the new exe folder,still says that ucrtbase. terminate cant find the dll in the dynamic link library.

i suppose the old exec from 97 isnt going to work too well with this version.

Also i tried using the CMD method to see if the file can be loaded at all and it does but it didnt found a entry point for DLLregisterserver.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 27, 2016, 11:40:22 am
Try this one, it's a bit old, but compatible: https://drive.google.com/open?id=0B8itkFQbhj-YTzRYLUZrZElLUTA
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: doctor medic on March 27, 2016, 11:47:12 am
Is the 97D a typo in the menu or the actual game version?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 27, 2016, 12:08:17 pm
Is the 97D a typo in the menu or the actual game version?

0.97D is taken from the piratez ruleset, so it is the actual mod version... the executable version is oxce 2.9+ 2016-02-13.

And these two don't mix!
What are you trying to install anyway?... seems like you have a total mess in your directory.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Roxis231 on March 27, 2016, 12:35:58 pm
0.97D is taken from the piratez ruleset, so it is the actual mod version... the executable version is oxce 2.9+ 2016-02-13.

And these two don't mix!
What are you trying to install anyway?... seems like you have a total mess in your directory.

One way to sort this out - Make a clean install (as though you were just instaling the game for the first time) in a different folder and see if that works, then add your save files.

That's what I do with each major update.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: doctor medic on March 27, 2016, 12:44:48 pm
Incase anyone wants to know im trying to download the latest version 98.Which is where all the problems have started as the previous versions seem to work fine,the api-ms-win-crt-runtime-l1-1-0dll is the problem as even with the vc redist 86x and even with unistaling all of the previous vc redist versions
i still get this issue

Unless dioxine's mediafire link gives me the download for 97D,but now im getting really confused with downloading the dll file both manualy and with the dll fixer installing it in system32.

86x is for 32 bit right?Or do i need a specific version of the api-ms-win-crt-runtime-l1-1-0 dll file? (im pretty sure i havent downloaded the 64 bit version of it)

Interestingly i get the same problem even without vcredist 86x installed.


Made a clean install and i still got the same exe crash about ucrtbase.terminate and the api-ms-win-crt-runtime-l1010.dll not being found in the dynamic library.So lets take this one step at time,im going to unistall vc redist and reinstall it right now.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 27, 2016, 02:04:20 pm
First, try with the EXE I sent you today few posts ago... that one doesn't need the vc redist at all.

That is use fresh x-piratez 0.98a and oxce 2.9+ v2016-02-13... if that doesn't work, you must be doing something completely wrong.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: doctor medic on March 27, 2016, 02:25:48 pm
The exe you gave me works fine,im going to search at new battle and try to find a poison gas grenade to be sure that everything really is in place.

Seems like its the 97D version all along,no novice rob or poison gas grenades.

But on the clean install i made it works fine and it shows the correct version,that's odd but thanks for the help and the time you spent on trying to help me with this issue.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 27, 2016, 03:11:30 pm
The EXE I gave you will NOT work correctly with 0.97D... you can expect crashes!!

Again, for million-th time:
Use oxce 2.5b+ for piratez 0.97x
Use oxce 2.9+ for piratez 0.98x
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 27, 2016, 10:11:20 pm
New version is up.

v2016-03-27
  + Added support for nationalities/flags, more info here: https://openxcom.org/forum/index.php/topic,4442.msg61114.html#msg61114

Download (courtesy of Yankes): https://drive.google.com/open?id=0B8itkFQbhj-YVkl0X1B6N1ZrcjA
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 28, 2016, 10:28:53 am
SupSuper just fixed a "minor cosmetic shit" in battlescape load screen.
My day just got brighter! Love you man...

Attached are two screenshots... spot the 5 differences :)

PS: the different times don't count as differences... although I'd like to know why the heck that happens (before screen is with Yankes' EXE, which shows all saves 1 hour younger than they actually are, weird)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on March 28, 2016, 12:04:25 pm
This date bug is interesting. Its look like one ignoring time zone or something. But this would mean that you live around UK (or other country with similar longitude).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 28, 2016, 12:12:22 pm
Yes, I live in Switzerland. One hour difference to UK.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: R1dO on March 28, 2016, 03:03:26 pm
Another possibility is that one of the scrienies was made before daylight saving and the other after ;)

(just my 2 cents)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on March 28, 2016, 03:23:32 pm
Another possibility is that one of the scrienies was made before daylight saving and the other after ;)

(just my 2 cents)

No, both were taken at the same time.
But a nice idea :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on March 28, 2016, 09:32:56 pm
Yes, I live in Switzerland. One hour difference to UK.
+1 or +0 time zone or even +2 if gcc standard library adds time zone hour two times.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on April 01, 2016, 03:42:22 pm
Suggestion - possible to have a post which shows keystrokes and what they do.

If this exists already, ignore.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on April 01, 2016, 06:14:05 pm
You can define most key shortcuts in the options. Hopefully Meridian adds a line there to configure his new options too? (If not, then that's a good suggestion!)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 01, 2016, 08:29:14 pm
New version's up.

v2016-04-01
  + Added support for "Starting conditions", more info here: https://openxcom.org/forum/index.php/topic,4444.0.html
v2016-03-28
  + Added UFO Tracker (hotkey T), more info here: https://openxcom.org/forum/index.php/topic,4263.msg61169.html#msg61169
  + Fixed visual glitches in battlescape loading/saving screen (cherry-picked from SupSuper/master)

I am now out of features to implement (no, that's not April Fool's joke)... I'll do some documentation and then talk to DEVs if they would be interested in any of this in master.

Download: https://drive.google.com/open?id=0B8itkFQbhj-YZm1JRVIzT0VyRUE
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 02, 2016, 06:15:40 pm
New version's up.

v2016-04-02
  + Added support for custom mission/monthly ratings, more info here: https://openxcom.org/forum/index.php/topic,4466.0.html
  + Fix: Items carried by HWPs are not lost anymore when mission ends
  + Fix: HWPs are not showing ranks anymore
  + Improvement: "visibilityAtDay" by default equals to "maxViewDistance" (instead of 20)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YMHhkeVdKRFRxeUU
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 03, 2016, 11:25:40 pm
So, about this being out of features to implement... Let me help with this one. :)

Soldiers as manufacturing items and products.

I don't simply mean "Urist McZander -> Dead Meat", or even "Alchemical Compound + Summoning Circle -> Urist McZander -> Failed Human Transmutation Corpse". I also mean taking a soldier and changing them into another soldier race, respecting all stats.

So we have our Urist McZander, a fairly average human squaddie. He had some starting stats, then got a little experience, so now his stats are:

Code: [Select]
      tu: 50
      stamina: 55
      health: 35
      bravery: 90
      reactions: 40
      firing: 50
      throwing: 40
      strength: 35
      psiStrength: 45
      psiSkill: 0
      melee: 35

So we take this squaddie and change him from "human" to "cyborg".

A cyborg is a different race which cannot be hired but can be produced. Cyborgs are processed people, with their stats unchanged except for a certain set of modifiers. Cyborgs get +10 strength, +10 reactions and +15 health, but -5 TUs and -10 Max Psi Strength (not current, unless too high).

So now we get Cyborg Urist McZander:

Code: [Select]
      tu: 45
      stamina: 55
      health: 50
      bravery: 90
      reactions: 50
      firing: 50
      throwing: 40
      strength: 45
      psiStrength: 45
      psiSkill: 0
      melee: 35

Urist retains his name, gender, nationality and pretty much everything else, except for some stat modifiers and obviously the fact he's no longer human but cyborg, and therefore different armours apply etc.

Do you think it's doable?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 03, 2016, 11:38:29 pm
It's doable, not even that much work.
It will require a few new ruleset attributes with weird names, so don't expect this to get into vanilla :)

Just one question: why can't I just buy cyborgs and have to go through this (IMO unnecessary) procedure?
If it makes it any easier, just imagine that the procedure is being done in the background... basically same abstraction as melee combat... each time I do melee frontal attack I have to imagine really hard that my soldiers are doing mega ninja moves so that they don't just get shot like dogs :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 03, 2016, 11:50:04 pm
It's doable, not even that much work.
It will require a few new ruleset attributes with weird names, so don't expect this to get into vanilla :)

Doesn't matter :)

Just one question: why can't I just buy cyborgs and have to go through this (IMO unnecessary) procedure?
If it makes it any easier, just imagine that the procedure is being done in the background... basically same abstraction as melee combat... each time I do melee frontal attack I have to imagine really hard that my soldiers are doing mega ninja moves so that they don't just get shot like dogs :)

Well... But then you won't have your old soldier, right? Just a new cyborg guy. This is no fun at all. What about my characters?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 03, 2016, 11:57:01 pm
Well... But then you won't have your old soldier, right? Just a new cyborg guy. This is no fun at all. What about my characters?

OK.
What should happen with the squaddie's armor? Or do they have to have default armor to be admitted to the procedure and then get the default cyborg armor?
Also, is it possible to make cyborgs not buyable already now somehow or do I need to add that?

EDIT: and how do you say (GUI-wise), which soldier should be robocopped?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 04, 2016, 12:01:56 am
What should happen with the squaddie's armor? Or do they have to have default armor to be admitted to the procedure and then get the default cyborg armor?

Yes, that seems the best. If they have armour, it should be removed automatically before procedure.

Also, is it possible to make cyborgs not buyable already now somehow or do I need to add that?

Good question. I don't know, but you'd probably need to add this functionality.

EDIT: and how do you say (GUI-wise), which soldier should be robocopped?

Hmm... I don't know if this can be done from the Workshop. Honestly, I have no idea where and how to put this.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: sambojin on April 04, 2016, 03:32:32 am
Sorry for not posting earlier. Thanks so much for the directional indicators. I might not use them a lot, but when I do, it's the difference between life and death for my gal.

Thanks a heap. Now I've just got to convince someone to package up a new Android version of OXC, with X-Piratez and OXCE+ included in it. Those direction indicators would be great on a smaller screen, even if another small UI button needs to be added to use them. Could possibly be used as a UI element in themselves, instead of "swipe turning" (one of the worst bits of touchscreen OXC). Have them always on/all directions shown for the active soldier, then just click for facing/turning. Anyway, not your job, just a thought.

Still, very handy on PC. Especially at night with smoke around. Cheers.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 05, 2016, 11:43:28 pm
New version is up.

v2016-04-05
  + Added (yet another) fatal wounds indicator (#3 I think)
  + User option to add lost vehicles (incl. dogs and parrots) to Memorial (by default turned off)
  + Added support for "allowedVehicles" starting condition

Download: https://drive.google.com/open?id=0B8itkFQbhj-YRzdZdXlMYndTSms
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 06, 2016, 01:39:26 am
Awesome, thanks!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: davide on April 06, 2016, 01:42:33 am
I Meridian,

how do you think about new feature to capture enemy craft ? 8)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: davide on April 06, 2016, 01:53:50 am
An other true  impossible challenge for you: breaks MCD tileset limit

Now OC support on battlescape up to three tilsets: Craft, Ufo, Terrain
Each of them have the 254 tile limit.. :-\

A strategic innovation  could be a feature to load custom map tilset :P

I recognize that it is a very difficult task :'(
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Boltgun on April 06, 2016, 11:09:48 am
An other true  impossible challenge for you: breaks MCD tileset limit

Now OC support on battlescape up to three tilsets: Craft, Ufo, Terrain
Each of them have the 254 tile limit.. :-\

A strategic innovation  could be a feature to load custom map tilset :P

I recognize that it is a very difficult task :'(

The problem is that the more incompatible you make this build with the vanilla version, the worse it will be for modders as a whole. I mean, features about experience or extra rulesets are okay but if terrain designed for an extended end up crashing vanilla, this does more harm than good.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 06, 2016, 11:46:31 am
This branch is not about writing a new OpenXcom engine.

I want to make mostly usability and QoL improvements like:
- remove epileptic effects (flashing explosions)
- add more hotkeys and shortcuts (ufopedia, change armor, hit log, don't stop walking, unit facing ...)
- display more info and stats (stat improvements, recovered items, manufacturing previews, ...)
- allows sorting and filtering stuff (items, soldiers, ...)
- add various indicators and alerts (refuel, bleeding, visible but far away enemies, ...)
- some more immersion (avatars, nationalities, dog memorial, ...)

Since the fork got more popular than originally expected, I added also some requests from modders:
- improved experience system
- mission starting conditions/restrictions
- some new weapon attributes, etc.

All these changes can be easily backported to original OXC.
I won't be messing with:
- palettes
- engine (especially any stuff required to use the UFO1994 assets)
- battlescape mechanics/physics
- alien AI
... as such changes cannot be easily backported and should be done directly in OXC (if the DEVs decide they are worth implementing)

So, feel free to ask for improvements, but don't ask for engine rewrite... I don't have time nor desire to do that.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Eddie on April 06, 2016, 01:13:21 pm
I have a request, if it is possible. Some way to filter the items in the soldier equipment screen. Like a button to only display grenades or only melee weapons, if you know what I mean.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on April 06, 2016, 01:36:05 pm
It could be done like with Manufacturing, each item allowed a specific, custom category label (or better yet, multiple labels per item, for example laser rifle would have STR_RIFLE and STR_LASER, filter-able by both). These labels can be also used to better sort the Black Market/Fence/Vaults screens. A shortcut from any specific item on the equip list to a proper Bootypedia page would also be useful... (a tiny '?' icon next to each item?)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 06, 2016, 03:11:55 pm
It could be done like with Manufacturing, each item allowed a specific, custom category label (or better yet, multiple labels per item, for example laser rifle would have STR_RIFLE and STR_LASER, filter-able by both). These labels can be also used to better sort the Black Market/Fence/Vaults screens.

Yes, I was actually thinking exactly about this yesterday and wanted to ask you if you are willing to update all items.

Now, we have this hardcoded filter on Craft Equipment screen (aux, melee, short range, long range, etc.)... but I would like to softcode it using freely definable (multiple) categories.

I would then use it in:
- Craft Equipment (instead of hardcoded rules)
- Inventory (as requested here)
- Buy/Sell/Vaults/etc.
- probably ufopedia too

A shortcut from any specific item on the equip list to a proper Bootypedia page would also be useful... (a tiny '?' icon next to each item?)

That's not so easy, but I'll look into it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on April 06, 2016, 03:14:24 pm
Fully agreed. Might be tricky with the Pedia, but yeah, I will tag every item, np. Good stuff.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 07, 2016, 11:01:49 pm
New version...

v2016-04-07
  + Improvements to hit log (shows also "no damage", "little damage" and "good damage"), still highly experimental
  + Bleeding indicator is now optional

Download: https://drive.google.com/open?id=0B8itkFQbhj-YMEdaV0xlYVg3b3M
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Intikhab on April 09, 2016, 02:15:54 am
So I just rewrite new version to old version and be updated right. This is for piratez mod official bug fixes?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 09, 2016, 09:42:39 am
So I just rewrite new version to old version and be updated right. This is for piratez mod official bug fixes?

Yes, you can just replace the executable file.
Make sure, you :
1. make a backup, just in case
2. have the latest (=compatible) version of piratez
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: clownagent on April 10, 2016, 01:12:47 am
Is there any chance, that something like this:

https://openxcom.org/forum/index.php/topic,1532.0.html

gets into OXCE+ ?

The explosion ring preview is not important,  I think. However, the trajactory preview would be nice to have. So you don't have to click so often only to get this "can't do that arc" message.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Eddie on April 10, 2016, 11:25:19 pm
Is there any chance, that something like this:

https://openxcom.org/forum/index.php/topic,1532.0.html

gets into OXCE+ ?

The explosion ring preview is not important,  I think. However, the trajactory preview would be nice to have. So you don't have to click so often only to get this "can't do that arc" message.
Also they have accuracy values based on visibility... this might be interesting.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on April 11, 2016, 08:21:45 pm
A plea to fix an age-old deficiency...
Could the Pedia read accuracyMelee and melee TU Cost from Battletype: 3 items (melee weapon) and display them, like it displays accuracies and and TU costs for ranged weapons? It would save a lot of writing for modders and a lot of reading small letters for the players... :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 11, 2016, 09:04:54 pm
A plea to fix an age-old deficiency...
Could the Pedia read accuracyMelee and melee TU Cost from Battletype: 3 items (melee weapon) and display them, like it displays accuracies and and TU costs for ranged weapons? It would save a lot of writing for modders and a lot of reading small letters for the players... :)

Oh yeah, that would be neat.

And I also have something. One of my missions looks like this:

Code: [Select]
  - type: CultActivityDagon
    firstMonth: 0
    executionOdds: 8
    missionWeights:
      0:
        STR_CULT_INVESTIGATION_CHURCH_OF_DAGON: 100
    regionWeights:
      0:
        REGION_DAGON: 100
    useTable: false
    researchTriggers:
      STR_CHURCH_OF_DAGON_OPERATIONS: false
    startDelay: 1200

Neat, huh? Except for the small problem that I want to have eight checks per month for this mission, since one is too little. So the block above has to be repeated eight times as type: CultActivityDagon, type: CultActivityDagon1, type: CultActivityDagon2 ...... type: CultActivityDagon7.
It would be much nicer to be able to set it under just one entry, just with multiple starts:

Code: [Select]
  - type: CultActivityDagon
    firstMonth: 0
    executionOdds: 8
    missionWeights:
      0:
        STR_CULT_INVESTIGATION_CHURCH_OF_DAGON: 100
    regionWeights:
      0:
        REGION_DAGON: 100
    useTable: false
    researchTriggers:
      STR_CHURCH_OF_DAGON_OPERATIONS: false
    startDelay: 1200
    startDelay: 6000
    startDelay: 12000
    startDelay: 15000
    startDelay: 19000
    startDelay: 21000
    startDelay: 25000
    startDelay: 33000

Or something to this effect.
Of course this would mean that all missions are at the same chance to happen (here 8%), but I'm fine with that.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 11, 2016, 10:44:06 pm
And I also have something. One of my missions looks like this:

I don't get it... if 8% is too low the increase it to 50% for example.
And if one UFO per month is not enough, then make this mission have more than one wave.

What am I missing?

A plea to fix an age-old deficiency...
Could the Pedia read accuracyMelee and melee TU Cost from Battletype: 3 items (melee weapon) and display them, like it displays accuracies and and TU costs for ranged weapons? It would save a lot of writing for modders and a lot of reading small letters for the players... :)

Sure no problem, makes perfect sense.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 11, 2016, 10:57:21 pm
I don't get it... if 8% is too low the increase it to 50% for example.
And if one UFO per month is not enough, then make this mission have more than one wave.

What am I missing?

That 8% has nothing to do with the problem. The problem is: I want a mission that happens 8 times per month but as a one mission entry, not 8 separate mission script entries. Because these eight mission scripts are exactly the same, except for the delay (because they're supposed to happen at different times of month).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 11, 2016, 11:04:24 pm
That 8% has nothing to do with the problem. The problem is: I want a mission that happens 8 times per month but as a one mission entry, not 8 separate mission script entries. Because these eight mission scripts are exactly the same, except for the delay (because they're supposed to happen at different times of month).

I think Yankes has implemented something that allows you to copy stuff in ruleset without actually copying it... some referencing magic.
You can just define it once and then do 8 copies and just change the startDelay for example...

I don't have an example, but maybe look in the OXCE thread.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on April 12, 2016, 12:09:04 am
I think Yankes has implemented something that allows you to copy stuff in ruleset without actually copying it... some referencing magic.
You can just define it once and then do 8 copies and just change the startDelay for example...

I don't have an example, but maybe look in the OXCE thread.
`refNode` in 2.9 It allow merge common values from two nodes. This is work around lack of `<<` that should be supported by yaml-cpp.
Example:

Code: [Select]
dummyNode: &nameOfNodeToUseElseWhere
  valueA: 1
  valueB: 2

otherNode:
  refNode: *nameOfNodeToUseElseWhere #copy `valueA` and `valueB` to `otherNode`
  valueC: 3

[ps]
This is not enabled for every node only selected ones (build in `<<` would work for every node), but `alienMissions` node have support for it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 12, 2016, 06:20:10 pm
Hi Meridian,

As promised, I made a wishlist of possible features that Dioxiner and I pulled from documentation left by Bladum. Some of them are relatively simple, others less so, but they're all things that were deemed to be beneficial.

Here it is:

1. New flag for alien mission waves: randomTrajectory.
Description: You don't make a trajectory for the UFO. Instead, you only define missionZone, spawnZone, landingZone, maxSpeed, minSpeed and numberOfWaypoints. This creates some random trajectory using this input.
Benefit: More variation and unpredictability with UFOs, plus less gruelling work for modders.

2. Item decay.
Description: When set for an item, every day there is a chance that this item will decay (desappear). For example setting it at 0.02 for Elerium means that 2% of your Elerium will disappear per day, on average.
Benefit: Unspecified as of now, but will probably be a useful tool for modders.

3. A psiScanner flag for an item.
Description: Nakes it work just like the Motion Scanner, but using psi vision. All units are visible, regardless of movement. The palette on the scanner is swapped from green to blue (background) and from orange to purple (flashing points). Alternatively it doesn't use any interface, just makes all aliens within a set radius count as spotted (are visible in the battlescape).
Benefit: A moderately cool gadget, with possible further advances if we work on alien psi more.

4. An psiCloaking flag for an armour (directly related to psiScanner).
Description: Makes the unit invisible to psiScanners. By default set to true for mechanical units and to false for other units, but you can set it manually. This flag also disallows alien Psi attacks/psi spotting unless aliens are within LOS (same for player's Psi attacks). May also make an unit impossible to scan with a Mind Probe.
Benefit: More tactical depth (units that are invisible to psi, like HWPs), more space for new armours (cloaking).

5. Melee reactions.
Description: Enable melee weapons to react like shooting weapons. Additionally, a new flag reactionFireBonus for weapons (melee weapons here, but possibly for all weapons), that would modify the soldier's reaction tests. For example, swords would have a large reactionFireBonus, which would make attacks made by them much harder to react to. I also suggest making it a new option, named Extended Reactions.
Benefit: A direct improvement to combat mechanics. Possibly more space for new weapons.

6. New kneelBonus flag for weapons.
Description: Unhardcodes bonus to accuracy from kneeling. This flag allows you to specify how much you gain by kneeling, default 0.15 (like now). Can be negative.
Benefit: New cool weapons that need to be properly set up on the ground, like machine guns. Poor accuracy when standing, great when kneeling. On the other hand, throwing knives don't get a bonus and may actually get some penalty.

7. New kneelTime flag for weapons (only relevant if the kneelBonus flag is introduced).
Description: Unhardcodes TUs to kneel and stand. This flag allows you to set these two values.
Benefit: Can be used to balance weapons with kneelBonus.

8. New isBiological and isMechanical flags for units.
Description: You can set if your unit is mechanical or living, and therefore if it can be healed.
Benefit: Right now you can't heal big units and they never bleed. This would be a big step towards a fully realized battlefield.

9. New armorRegeneration flag for armours.
Description: Analoguous to the health recovery (see BANDIT_ARMOR_P1 from Piratez for details).
Benefit: Ensuring domination of modders over mere players Will allow for new interesting units.

10. Penalties for head wounds.
Description: Head wounds give penalty to Firing Accuracy, Throwing Accuracy and Psi Skill.
Benefit: Will add more depth to the injury system. Will also be coherent with how you lose accuracy from arm wounds (assuming it was enabled in OXC).
Possible further improvement: Unhardcoding penalties suffered due to Fatal Wounds.

11. Unloading weapon on the ground.
Description: Clicking RMB on a weapon that's on the ground unloads it (at base/pre-battle only, like pre-priming grenades).
Benefit: An obvious improvement to the UI.

12. Diversify payments by rank.
Description: Allows to specify soldier salaries by their rank.
Benefit: Proper recognition for the Commander!
Possible further improvement: Adding soldier's rank to the stats that can give bonus damage/recovery/etc. to items.

13. Dependance of research on items.
Description: Modification of needItem: true in research - if given an item name instead of the boolean, it requires that item in the stores to start research.
Benefit: More research options and less awkward tree dependencies.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Zharkov on April 12, 2016, 08:09:35 pm
12. Diversify payments by rank.
Description: Allows to specify soldier salaries by their rank.
Benefit: Proper recognition for the Commander!
Possible further improvement: Adding soldier's rank to the stats that can give bonus damage/recovery/etc. to items.

Would be nice, if you could chose who to promote in the first place!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on April 12, 2016, 08:21:59 pm
10. Penalties for head wounds.
Description: Head wounds give penalty to Firing Accuracy, Throwing Accuracy and Psi Skill.
Benefit: Will add more depth to the injury system. Will also be coherent with how you lose accuracy from arm wounds (assuming it was enabled in OXC).
Possible further improvement: Unhardcoding penalties suffered due to Fatal Wounds.
Hum.. and what about arm wounds? Or is that already taken into account? Having leg wounds increase TUs for walking, chest wound increase energy expenditure, and arm wounds increase TUs for object use and decrease accuracy all seem as relevant as head wounds doing stuff.

Quote
12. Diversify payments by rank.
Description: Allows to specify soldier salaries by their rank.
Benefit: Proper recognition for the Commander!
Possible further improvement: Adding soldier's rank to the stats that can give bonus damage/recovery/etc. to items.

Sure, but please add a "demote" button that returns a soldier to one rank lower. Or better yet, add a "up for promotion" toggle, so that when there are promotions, only those with the toggle on will be considered. The promotions I get are often not given to those who seem to deserve them.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Zharkov on April 12, 2016, 08:23:29 pm
The promotions I get are often not given to those who seem to deserve them.

And we play this game to escape rl!^^
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on April 12, 2016, 08:31:24 pm
5) Is done in 3.0, only drawback that it need depends on phase of moon :D (scripts will handle it)
6) Will be added in 3.0 (scripts will handle it)
8) Partially done by property `bleedImmune`.
10) exactly same as point 6)
12) special bonuses for different ranks will be again handled same as 6)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 12, 2016, 08:35:35 pm
Hum.. and what about arm wounds? Or is that already taken into account? Having leg wounds increase TUs for walking, chest wound increase energy expenditure, and arm wounds increase TUs for object use and decrease accuracy all seem as relevant as head wounds doing stuff.

Yeah, AFAIK in the original game arm injuries decreased accuracy. Not sure about other such options, but your suggestions sound reasonable and fun.

Sure, but please add a "demote" button that returns a soldier to one rank lower. Or better yet, add a "up for promotion" toggle, so that when there are promotions, only those with the toggle on will be considered. The promotions I get are often not given to those who seem to deserve them.

I wouldn't want any control over this, I just don't feel suitable to judge my men. :) And I like to see who's getting recognition and who isn't, which can lead to some more distinctive personalities etc. But I wouldn't mind some mechanics similar to the Aurora game: in short, you can toggle some soldiers as your favourite pets and they'll receive a substantial bonus when rank advancement is being decided.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: clownagent on April 12, 2016, 08:41:50 pm
The promotions I get are often not given to those who seem to deserve them.

This is consistent with many science fiction movies. Just think of the Colonial Marines in "Alien 2". The only guy without combat experience is the commander.  ;D
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on April 12, 2016, 09:11:43 pm
Well, combat experience isn't everything in most military. Non-commissioned officers (ex.: Sergeants) will often have more experience than their officer (ex.: Lieutenants) who come out of school at a later time in life, since the sergeant might have risen through the ranks and started earlier (for same age officers).

It's just that getting a mechanic that increases costs (especially in early Piratez when money is scarce) without much benefits (presumably the morale boost is similar to the risk of a big morale drop if killed) will just lead to firing of the newly promoted average soldier. I am not looking for yet more reasons to fire soldiers (too expensive for his worth, on top of too low starting stats, too low psi strength, too low something else or other).

So this mechanic only makes sense if it increases costs for retaining great soldiers, not just random rookie 11 who happened to be lucky and get the first kill, and being the first sergeant, is the only one ready to be promoted captain, then the only one ready to be promoted commander, even though he didn't do much except score the first kill.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 12, 2016, 09:27:39 pm
It's just that getting a mechanic that increases costs (especially in early Piratez when money is scarce) without much benefits (presumably the morale boost is similar to the risk of a big morale drop if killed) will just lead to firing of the newly promoted average soldier. I am not looking for yet more reasons to fire soldiers (too expensive for his worth, on top of too low starting stats, too low psi strength, too low something else or other).

So this mechanic only makes sense if it increases costs for retaining great soldiers, not just random rookie 11 who happened to be lucky and get the first kill, and being the first sergeant, is the only one ready to be promoted captain, then the only one ready to be promoted commander, even though he didn't do much except score the first kill.

Dude, it's a bit mindblowing what you're saying. :)
Really you would sack a soldier for something as insignificant as an extra $10000? Really?
I just find it... way beyond extremes of micromanagement, to be honest. Anyway I don't believe in any other reason for sacking soldiers than maybe low Psi Strength, because you can't compensate for that.
Anyway, you'd get the same thing after the next mission, so.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on April 12, 2016, 10:00:32 pm
Well, there are only a few ways I can see of using that mechanic:

1 - The change is salary is small enough to be overlooked, so it doesn't affect your retention of promoted soldiers. (sort of what you are implying here) Since the mechanic has no significant effect on the game, it was implemented for...? cosmetics? This could be improved...

2 - The change in salary is significant and affects gameplay. By affecting gameplay it means that it gives a new trade-off to the player: Keep an old soldier and pay more, or not (= sack old soldier and get a new one + hope that the next promotion is given to a meaningful soldier). This is not an implementation I have any interest in.

3 - Implement the mechanic such that promotions increase the cost to keep the promoted soldier but also implement something that gives the player some control on who gets promoted. Then I can chose those for whom it is sensible to spend more, and those where it isn't. Then it isn't building on the already silly pseudo-random promotion (I already dislike when mediocre/average soldiers are promoted, since that means a soldier that used to be going in risky situations now has to be preserved because of the morale hit taken if they die. I'd rather promotions be given to soldiers that I already value). Your suggestion of "pet soldiers" who have more likelihood (but not 100%) to be promoted sounds cool for this.

Obviously, I prefer #3, which is why I commented: The initial idea was worth discussing but I consider it could benefit from implementing two mechanics to create a better gameplay experience:
- promotions increase cost (and maybe other things)
- player can impact promotions (which I think is a feature I wouldn't be the only person to enjoy any ways)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 12, 2016, 10:47:17 pm
I actually agree with you 100% Arthanor, but in relation to vanilla (or FMP and such). In Piratez, I think veterans are more valuable and therefore more needed.
And I admit it's a cosmetic thing. I wouldn't like for the rank to mean too much, after all it's just a symbol. :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on April 12, 2016, 11:43:26 pm
Yup, the value of a veteran will vary depending on mods and I'd agree that they are most valuable in Piratez. That'll just mean cost changes need to be adjusted between mods, which woyld make sense.

I'd be expecting a Pirate Queen to be making multiple times what a swabbie makes, but the difference between a rookie and a commander. Unless they're commie pirate freedom fighters, then everybody should make the same ;)

And I'd definitely be up for rank having more of an impact if it also costs more. Like if your officer is waving the flag (or hitting you with an officer cane) being more effective.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 12, 2016, 11:47:20 pm
And I'd definitely be up for rank having more of an impact if it also costs more. Like if your officer is waving the flag (or hitting you with an officer cane) being more effective.

Thank you, I've been looking for an example of rank-dependant variable. :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: legionof1 on April 13, 2016, 12:35:41 am
Enhanced officer effects would be cool. Perhaps some outfits only usable by higher ranks if that even doable.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on April 13, 2016, 12:54:44 pm
Why disallow using outfits, just hit the with a penalty if their rank isn't high enough (and a bonus if it is) :)
I will definitely add large salary differences between ranks. If you don't like the promotions and would like to sack a veteran... yeah, your problem and your choice; I actually like it as it means that not every soldier is destined to die in this game :) Too bad another soldier will be promoted soon :) Also you actually CAN control promotions by switching the 'battlefield promotions only' option. But high salary for ranking officers would definitely add another (soft) limiting factor on the size of your force: exponential growth of salaries. So, in addition to keeping the initial operation smaller, you will have another thing to do with money once you're filthy rich.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: yrizoud on April 13, 2016, 01:12:10 pm
Have the pirate flag's efficiency depend on bravery + rank, instead of just bravery.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 13, 2016, 02:41:18 pm
You can keep a soldier in the training facility and also train them in the psi lab at the same time. Could these be exclusive, like in X-Com: Apocalypse?
Speaking of training, would it be possible to make the training buildings train specified stats only? (So we could have a gym and a shooting range, for example.)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: liamdawe on April 13, 2016, 05:05:20 pm
I've tried out the Linux executable on Ubuntu 16.04, but it complains about a missing libSDL1.2 even though I have it installed. Is it possible it's looking in the wrong location?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 15, 2016, 10:41:30 am
https://openxcom.org/forum/index.php/topic,3626.msg62363.html#msg62363

Could be a bug, could be incorrect installation, but I thought I'd let you know.

EDIT:

Another idea: continuous research. A research mechanics that would work like this:
- You add a continuousResearch flag to a research.
- After it is researched, you can researched it again.
- If researched again, the game removes it from researched: section and then adds it again.
- You can repeat it indefinitely.

Why?
Intelligence projects.
You have a research called, say, "track hybrid convoy", enabled by some other research related to hybrids. When researched, it spawns a mission with hybrid convoys appearing on the globe. It represents the effort of acquiring intelligence data to catch the hybrids in the act. But then you can do it again, to spawn another hybrid mission, and so on.

I'm not sure about the mechanics of research project disappearing, but I'm sure you all get the idea.

Maybe it could be considered as part of the "mutually exclusive researches" request?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 15, 2016, 11:03:52 am
So the only point of this research topic is to spawn alien missions at will?

You're really going too far with this I think...
The players will have big problems understanding these weird manufacturing and research mechanics if you keep misusing them like this.

I'll put it on the list, it's not hard to do... just saying things like this may discourage people (including myself) from playing your mod at all. It's similar to Dioxine's "you need to manufacture dynamite/pillow book/etc. to be able to research it"... it is possible to explain it and it may even make sense afterwards... but most people just say WTF?! and stop caring, or worse stop playing... because it is not intuitive and not consistent.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 15, 2016, 11:25:38 am
So the only point of this research topic is to spawn alien missions at will?

You're really going too far with this I think...
The players will have big problems understanding these weird manufacturing and research mechanics if you keep misusing them like this.

I'll put it on the list, it's not hard to do... just saying things like this may discourage people (including myself) from playing your mod at all. It's similar to Dioxine's "you need to manufacture dynamite/pillow book/etc. to be able to research it"... it is possible to explain it and it may even make sense afterwards... but most people just say WTF?! and stop caring, or worse stop playing... because it is not intuitive and not consistent.

Yeah, you are right... Point taken. I thought that naming the research "Scan for hybrid convoys" and adding a respective Ufopaedia page saying "we've located it, research again to locate more" would suffice, but then I realized that you can't have a respective Ufopaedia page, because it wouldn't make sense for it to stuck in the Ufopaedia section. Maybe something else can be devised.
But the exclusive research request definitely stands; I don't really need it myself, at least not at this point, but I know the X-Piratez mod does.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on April 15, 2016, 12:03:48 pm
While I think such an 'endless research' mechanic is needless, I need to comment on this whole 'intuitive' thing. In a game, intuitive leads to boring. There's no exhilaration of connecting the dots and making a discovery; sure, it can be too hard, but I don't think it's the case with Piratez. Yeah maybe a player ragequits just because he was missing what was in front of his eyes, but that's all the better - why should I care about someone looking for an easy pleasure? If he can't figure it out in-game and get the highest prize of shouting 'Eureka!' (or laughing manically), there is always looking up a walkthrough (rulesets, online Pedia). If that's still too much, such a person is clearly someone who should've never start playing this mod.
Intuitive is of paramount importance in utility software, not in a game - a game is often a riddle. You're lucky I don't like riddles all that much :P
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 15, 2016, 12:07:27 pm
Yes, there were times when "Rubber Chicken With A Pulley In The Middle" (tm) was a challenge, not a nuisance.

I guess I got old :(
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on April 15, 2016, 12:18:09 pm
Puhleeeease. De gustibus non disputandum, but I was rather thinking about:

(https://4.bp.blogspot.com/-BiIZ1MgEJM4/VKKoKBPcAYI/AAAAAAAARSU/kb-Vg6DODfQ/s1600/1358290857-Gobliiins-7.jpg)

Title: Re: Meridian's resources and mods for X-PirateZ
Post by: mk-fg on April 15, 2016, 01:53:31 pm
I wonder, are there any plans/ideas wrt phasing-out items that are no longer relevant as the game progresses?

E.g. have some "don't ever show me this in any of the lists" key that would, when pressed on item (e.g. in "vaults" tab):

- Sell all current stockpiles of an item.
- Remove item from all equipment and buy/sell lists.
- Will keep item listed in "loot" tab, but will auto-sell all new instances of it.
- Maybe keep item in the "vaults" list, so that same key can be used there to un-blacklist item.

Maybe my quirk, but I've found that going through most equipment lists becomes rather tedious chore fast, listing every tiny revolver and dagger there.
Such thing seem to be somewhat orthogonal to existing "categories" concept, unfortunately, as it'd affect all of them.

Maybe there's something like that in place already?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: legionof1 on April 15, 2016, 05:45:29 pm
There was a mention someplace here in the board about setting up things to sell from the post mission loot screen. Perhaps that's where something like these cutoffs could be. Vaults are unaffected but no more umpteen pistols to deal with.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on April 16, 2016, 01:22:05 pm
That's a lot of fuss over nothing IMO. But Meridian's code allows multiple categories per item (hell yes!). I will try make the categories (hopefully) helpful, such as 'select tier 2+ guns only', 'select tier 3+ guns only' etc. to alleviate the problem. I usually simply build more vaults/take more slaves and clear useless stuff only when I feel like doing so.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 16, 2016, 01:43:27 pm
That's a lot of fuss over nothing IMO. But Meridian's code allows multiple categories per item (hell yes!). I will try make the categories (hopefully) helpful, such as 'select tier 2+ guns only', 'select tier 3+ guns only' etc. to alleviate the problem. I usually simply build more vaults/take more slaves and clear useless stuff only when I feel like doing so.

Do you mean using item categories as a starting loadout criteria? Because I was thinking about exactly the same thing last night. A mission which only allows items with STR_PISTOLS tag or something like that. (With all current mechanics intact, so you can for example exclude Magnum because it's too big or whatever.)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: mk-fg on April 16, 2016, 01:46:47 pm
I meant auto-selling as a way to get rid of the invisible things, the main point being clearing up buy/sell/manufacture lists, of course.
Guess one way to do that with categories would be to simply edit the yaml and have all this stuff neatly split from the rest there, so indeed, maybe easy enough already... just gotta look into how categories work more closely.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on April 17, 2016, 09:43:36 am
Check out how do they work now and propose some improvements maybe? An item can belong to any number of categories. The categories only work for equipment screen, but they should be improved to cover buy/sell/vaults menus as well. Option to sort alphabetically would also help...

Another minor request, this time with memorial screen... Would it be possible (as an optional soldier race parameter) to set a default armor that is given to anyone who died, replacing whatever the soldier was wearing (which got destroyed or looted anyway...)? It would make checking and comparing their stats easier if all were buried in the same armor. Also I think that if said armor was boosting Psi Skill by any number, you'd learn their Psi Power (post-mortem) as well.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on April 18, 2016, 08:41:25 am
Just dropping this by in case you would like to include the advanced scanner in your executable. It's not much work and no doubt it'd be easy for you, but since I did it I figured I'd share it too. This is a patch file that goes from the 70dc234e0134d971471d119bd4c2cdaa449fa8e2 commit on April 15th in your repo.

It adds the advanced scanner, enabled as an advanced option in the battlescape section.

Patch and screenshot within Piratez attached below. I'm thinking the "scan" is not necessary since I picked the yellow box, but I haven't decided to remove it yet since I haven't played with it much so far.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on April 18, 2016, 04:57:00 pm
Makes sense as an advanced scanner ...IF the range of scan would be customizable. Can make for an extremely OP item, though.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on April 18, 2016, 05:04:35 pm
^Arthanor - the word 'scan' looks fine. For someone like me - it makes it clear what the scanner is doing.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on April 18, 2016, 06:05:49 pm
Yeah, the "scan" doesn't really hurt. It just feels odd to see writing in an otherwise graphical/figurative interface.

As it is in the patch, the advanced scanner draws boxes corresponding to the radar blips at the level where you are currently watching. So in the screenshot above, it looks like it is pointing at a 2x2 unit and a 1x1, both on the ground, but if I look at higher levels, then it says that they are at higher levels. So it keeps the z-level ambiguity of the motion scanner, you just don't need to keep a screenshot of the scanner.

Admittedly, that makes it much better than the vanilla scanner where you would have to rescan and waste TUs if you forgot something since now things are drawn so you can't forget or miscount. I'm sure Meridian could integrate the currently advanced option into a new mechanic for an advanced scanner item as well (leading to a "battle intelligence outfit" that comes with an in-built scanner and requires more advanced research than the Aye-Phone?).

As it is, I find it much nicer to use than the old version scanner. No more counting and no more disadvantage/frustration for having a terrible memory (I don't look to XCom to train my memory and don't enjoy that or having to take out a pencil and paper or screenshot), but I can understand the need to integrate this in a different way as well.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: legionof1 on April 18, 2016, 11:51:14 pm
I'll second the irritation of recalling what a sweep told me. Accepted irritation for game but id drop it in a heart beat given the choice.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Eddie on April 19, 2016, 01:12:31 am
When I use the AyePhone, I then use my iPhone to make a picture of the AyePhone because aparently I like AyePhones so much.

(it's not actually an iPhone but it sounds better that way)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on April 19, 2016, 03:49:03 am
Q: How does, exactly, the new corpse recovery system work, because it gets more confusing by the second? What needs what flag? What if battle corpse is the same as the geo corpse? Where do recovery points should be declared? How do 2x2 units behave? Why do I get battle corpses insted of geo corpses after finishing interrogations?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 19, 2016, 10:35:49 am
Q: How does, exactly, the new corpse recovery system work, because it gets more confusing by the second? What needs what flag? What if battle corpse is the same as the geo corpse? Where do recovery points should be declared? How do 2x2 units behave? Why do I get battle corpses insted of geo corpses after finishing interrogations?

This is the change I made: https://github.com/MeridianOXC/OpenXcom/commit/d77a622a90d20c666b22752386e1659df239c6d8

As you may see I have changed:
- only Debriefing (i.e. after mission recovery), nothing else
- I have added one more conditions (recoverable=true) just before the alien corpses are recovered... it shouldn't affect anything else
- alien corpses are recovered in two cases: if they are killed, or if they are stunned and there is no containment

Of course, it is always possible that I accidentally broke something, if something doesn't work as described, give me an example and I will investigate.

----

As for the other questions:
1. Engine always recovers geoCorpses, never battleCorpses
2. However, if corpseGeo is empty it is automatically filled with the corpseBattle (as if it was defined in the ruleset)
3. For big units (2x2), the first corpseBattle is used to fill the empty corpseGeo
4. To retrieve dead or live aliens... the recoveryPoints must be greater than 0 and battleType must be "corpse".... otherwise nothing is recovered
5. To disable recovery of dead aliens, you can now specify recovery: false on the geoCorpse ... which should be the only change I made

EDIT: if by any chance you are still using corpseItem, then this can also fill the empty corpseGeo... corpseItem is the old corpseBattle from the old days
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 19, 2016, 10:38:29 am
Everything works fine for me, except that interrogated people are still leaving corpses, even though they aren't supposed to have geoCorpses. I understand why it happens, but can anything be done about this?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 19, 2016, 10:44:09 am
Everything works fine for me, except that interrogated people are still leaving corpses, even though they aren't supposed to have geoCorpses. I understand why it happens, but can anything be done about this?

What exactly do I need to do?
There are like 7 different types of interrogation in piratez (normal research, manufacturing of broken guy, research of broken guy, slavery, robbery, etc.)... please exact steps to reproduce.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 19, 2016, 11:02:46 am
What exactly do I need to do?
There are like 7 different types of interrogation in piratez (normal research, manufacturing of broken guy, research of broken guy, slavery, robbery, etc.)... please exact steps to reproduce.

I was referring to normal, vanilla interrogation of caught aliens - or in my case, mostly people.
After you interrogate, say, a cultist, you're left with their corpse. Even though 1) they shouldn't have geoCorpses because they're just normal people, nothing to research here, and 2) this implies that they are killed during interrogation, which is wrong for what is essentially police force.
I don't really have any concept how to fix it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 19, 2016, 12:31:00 pm
I have now tried PirateZ 0.98c and

Academy Medic (STR_SECTOID_MEDIC) doesn't produce any corpse after research
Ratman (STR_BANDIT_RATMAN) doesn't produce any corpse after research

Also XFiles (the version you sent me) doesn't contain anyone called "Cultist", but I tried a random prisoner (STR_PRIEST_OF_DAGON) and it didn't generate any corpse after the research either.

Can you provide a version and a save where it happens?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 19, 2016, 05:00:32 pm
I have now tried PirateZ 0.98c and

Academy Medic (STR_SECTOID_MEDIC) doesn't produce any corpse after research
Ratman (STR_BANDIT_RATMAN) doesn't produce any corpse after research

Also XFiles (the version you sent me) doesn't contain anyone called "Cultist", but I tried a random prisoner (STR_PRIEST_OF_DAGON) and it didn't generate any corpse after the research either.

Can you provide a version and a save where it happens?

Actually it was Dioxine who reported it to me, I haven't had the time for thorough tests myself. I'll ask him for a save or something.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on April 21, 2016, 02:41:08 pm
Ugh, there will be no save as I run out of topics for Cultists research a long time ago, and got rid of the corpses too. But it was happening every time. Might be because Solar has GeoCorpses undefined for cultists (only BattleCorpses). If it is the reason for cultists leaving corpses after interrogation, no need to fix anything IMO. As for Piratez, indeed enemies leave their GeoCorpses after interrogation - their GeoCorpses being stuff like Durathread or Personal Databases. So it's fine.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 21, 2016, 02:45:55 pm
As for Piratez, indeed enemies leave their GeoCorpses after interrogation - their GeoCorpses being stuff like Durathread or Personal Databases. So it's fine.

They don't leave anything for me... honestly... I tried many times.
Do you mean normal "research" of a captured prisoner when you say "interrogation"... or something else?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on April 21, 2016, 02:51:20 pm
Yes, normal research. And they should - they always did. But the version you have is not yet fixed to follow your changes. Maybe they have recover: false or something. Solar has recover: false too, but lacks GeoCorpses, so maybe somehow it's circumventing one another. Hope you didn't mess up something... But I wouldn't blame you - the whole intertwined corpse recovery/live capture/live research mess is black magic; took me months to learn how to do it correctly. I'm actually horrified you touched it, it could mean few more months to learn how this whole thing EXACTLY works NOW :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 21, 2016, 06:21:57 pm
Found it: https://openxcom.org/bugs/openxcom/issues/1214
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on April 21, 2016, 07:05:34 pm
Maybe doing the live research should return a corpse only if that unit's  corpseGeo is recoverable?

That way Piratez interrogations can still give booty (The gals keep their stuff, which makes sense). It works for XCom to be left with a corpse after interrogating aliens, unless aliens survive (which if aliens are kept would allow interrogation farming and so can't happen, or aliens are released, which also doesn't make sense). XCom should be left with a corpse. But Solarius, by setting his cultist corpses as recover: false won't be left with a corpse after interrogating cultists, as he would like.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 21, 2016, 08:22:24 pm
That's not exactly as straightforward, as there are beings that do have recoverable corpses, but shouldn't be killed; for example a hybrid, who is pretty much a normal guy except for some details which should be studied in the lab from a corpse.
We're discussing it with Meridian on the chat and something probably will happen with it at some point. :P
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 23, 2016, 04:03:13 pm
EDIT: I have a possible bug to report. With the "everybody fights, no-one quits" enabled, when my base was attacked, the game seemed to hung up during the equipping phase (couldn't get it to display anything else than my dog), then, after a couple of minutes, mission started, giving me no possibility to equip soldiers (the initial health damage mechanic, however, worked!). Regrettably, the attack came out of the blue and there is no save.

I had something similar now, probably what happened to you too.

If you have a crap-ton-squared items on the ground during equipment phase, changing between units and scrolling inventory lags quite a lot (1-2 seconds in my case).

I had 8 parrots, which come first in equipment, and I started clicking to get to girls.... first few times I didn't see any change (because parrots have no name and same inventory and there is no audio feedback on those buttons) and since it was already about 10 seconds of no change (8 parrots * 1-2 seconds), I thought my mouse was not working or something, so I clicked like crazy about 20 times... game accepted all clicks, and was stuck (without refresh) until all 20 clicks were processed... which took about half a minute... then I finally saw one of my girls... and recalled this comment...

As far as I can say, no bug, just slow (regardless of the "everybody fights" setting).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: legionof1 on April 23, 2016, 07:47:40 pm
I've had the exact difficulty you describe meridian once or twice. I thought it was just me comp being slow. I too had a very large storage problem i was running at approximately 200 equipment items when it happened.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on April 23, 2016, 07:55:19 pm
Could be a good idea to check the code what possibly could be causing such a huge lag (I'm experiencing it too). It seems however to be more dependant on the number of gals than items (hard to say really, as those go hand-in hand, so I might be wrong).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on April 24, 2016, 08:26:13 pm
I had similar problem and resolved not to activate the option again.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 24, 2016, 08:52:21 pm
New version is up.

v2016-04-24
  + Ability to change soldier's nationality/flag (by left/right click)
  + Soldiers are buried in their default armor (nicer looking memorial)
  + Added statistical bullet conservation (as user option), more info: https://openxcom.org/forum/index.php/topic,4062.0.html
  + You can go to final mission only with 100% fuel
  + Researching a prisoner does NOT create a corpse anymore
  + Hit log now considers stun damage too
  + Added SELL button to LOOT screen in debriefing
  + Added "Sell all" hotkey to Sell/Sack GUI (press X)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YSkFNWUs0V1N1cEE

I had similar problem and resolved not to activate the option again.

It does not depend on the number of soldiers, or the option.
It depends purely on how much stuff is on the ground.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on April 24, 2016, 09:07:10 pm
Woot! my option went in :D

That's not exactly as straightforward, as there are beings that do have recoverable corpses, but shouldn't be killed; for example a hybrid, who is pretty much a normal guy except for some details which should be studied in the lab from a corpse.
We're discussing it with Meridian on the chat and something probably will happen with it at some point. :P

So it was changed as previously discussed, I guess.. Which I still find weird.

It makes sense in the hybrid case (you might run an autopsy and do more research on a dead hybrid you find, but not kill one during interrogation just to get a corpse to do more research on), but I find it odd in Piratez and counter-intuitive for aliens.

In Piratez, not at least robbing them of their valuables (the old booty) seems unlikely, given that we kill, enslave or rob people generally. Maybe, knowledge as a ransom it acceptable, it still impresses me that the gals don't at least grab some of their loot/armor. I mean, you give a Marsec Bodyguard his power armor back after spending days interrogating him so he can walk away?

And with aliens, what does that represent? You let the alien get away after they tell you about stuff? XCom wouldn't do that.. Or the alien gets chopped to bits useless for autopsy during the interrogation? I guess one can make live alien interrogations automatically unlock the autopsy topic, to represent the deadly interrogation and following autopsy.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 24, 2016, 09:22:32 pm
And with aliens, what does that represent?

The explanation possibilities are endless:
 - lock them up in alternate facility, hope for more valuable info later
 - brainwash them and make them double agents
 - VIP prisoner exchange (commander for commander)
 - interrogation was so brutal, that nobody would buy such corpse anymore (who's buying them anyway?)
 - send them to biological weapons testing facility
 - etc.

You name it... keeping a live prisoner is always better, unless they are really absolutely of no use... which I can barely imagine.

If all else fails... the option is called "SPEND items"... it should not summon items... even vanilla doesn't... this option should be even more restrictive.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on April 24, 2016, 09:43:20 pm
I guess going by the option's name it makes sense indeed. It just seems to me like the previous behavior was better in Pirate and for vanilla. I guess it's one of the few things I like with the new xcom. Maybe the option should have been called "XCom:2012 style item research" or some such.

I agree that a live prisoner is more valuable than a corpse, it's just that the "disappearance" means none of that value is perceptible in the game right now, whereas at least getting corpses/loot allowed a set of stories that made sense to me.

Maybe I'll make a new "interrogations return corpses if recoverable" option. Or just let it slide.. that's much easier!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 24, 2016, 10:09:51 pm
I think a separate flag to set it by item would be best. Otherwise people will complain again about having to find a dead alien when you already have a live one...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on April 24, 2016, 10:46:33 pm
I'd agree, something on the live alien "item" that gets checked at the end of the research project to determine if you give a corpse or not could make sense. Default true but can be used for things like your hybrid? I'd expect the number cases where you don't want a corpse to be fewer.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: new_civilian on April 25, 2016, 01:16:29 am
sell screen works fine! The STR_LOOT and STR_STATS are missing, though, as is the STR for the new option. What about the flags, is that usable for XPiratez?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on April 25, 2016, 04:02:10 am
I think a separate flag to set it by item would be best. Otherwise people will complain again about having to find a dead alien when you already have a live one...

You can always make 'butchery' workshop option or simply give corpse info automatically if a live alien is researched.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 25, 2016, 10:44:18 am
I think a separate flag to set it by item would be best. Otherwise people will complain again about having to find a dead alien when you already have a live one...

Seriously?
Getting a dead alien is 100000000000000000000000000000x easier than getting a live one.

sell screen works fine! The STR_LOOT and STR_STATS are missing, though, as is the STR for the new option. What about the flags, is that usable for XPiratez?

EXE doesn't contain any translations.
You can either add them into your ruleset, or wait for the next piratez version update.

Flags are usable.
There are as many nationalities as there are name files.
Just copy the "Pirate.nam" file as many times as you wish and then create a mod similar to this: https://openxcom.org/forum/index.php/topic,4442.msg61114.html#msg61114
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 26, 2016, 11:27:38 pm
Seriously?
Getting a dead alien is 100000000000000000000000000000x easier than getting a live one.

That's true, but I remember gaming press reviewers bitching about this back in the 90's. :P
But Dioxine is right, it's better if researching living aliens enables autopsy.

EDIT: I have a little problem with showing the weight now - not a bug, but:

(https://i.imgur.com/ZPCMo51.png)

Now, my Intelligence Officer is slim, but she doesn't weigh 3 lbs! Actually, I don't think she would want us to know her weight...

So, can I please specify an item (in this case the portrait, because I want her pic on her report) with weight -1? And if -1, then it wouldn't be displayed in Ufopaedia? Or maybe 0 would suffice?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: new_civilian on April 27, 2016, 09:05:38 am
Ahem, may I ask for something little and maybe easy to do? Could the Ufopaedia section be split into guns/melee/equipment/treasures etc. instead of one huge list of weapons AND equipment? It would make finding and searching so much easier?  :)

I am not sure if this is an exe or an rul-file problem, so please allow me to post my wish here.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 28, 2016, 11:59:14 am
New version is up.

v2016-04-28
  + Fix "can't engage airborne" bug by SupSuper
  + Fix "tank ammo" by Warboy
  + Added configurable hotkeys for Aim/Snap/Auto/Hit/Throw/etc., more info: https://openxcom.org/forum/index.php/topic,4520.msg63599.html#msg63599
  + Items with zero or less weight don't show weight in ufopedia
  + Right-click on item in hand (in battlescape) brings up related ufopedia entry
  + Middle-click on item in inventory (in inventory screen) brings up related ufopedia entry

Download: https://drive.google.com/open?id=0B8itkFQbhj-YUVFGbTBKSVgzWUE
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Hazard on April 28, 2016, 12:06:07 pm
Do you think you'll be incorporating Stian's new FOV calculation in the near future?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 28, 2016, 12:07:32 pm
Do you think you'll be incorporating Stian's new FOV calculation in the near future?

We are both testing it now... it will not be near future, probably several weeks.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on April 28, 2016, 12:09:34 pm
I see only 5 action keys defined. What about quick action keys for the other hand? ;)
There's also no quick action for un-prime...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 28, 2016, 12:17:21 pm
Congrats on the new version! But I have some reservations about the right/middle MB regarding Ufopaedia - isn't it a bit messy? Can you please explain why not MMB everywhere?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 28, 2016, 12:22:19 pm
Congrats on the new version! But I have some reservations about the right/middle MB regarding Ufopaedia - isn't it a bit messy? Can you please explain why not MMB everywhere?

Because my notebook doesn't have a middle button and I want to use it too.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on April 28, 2016, 12:22:44 pm
Because my notebook doesn't have a middle button and I want to use it too.

Fair point. :)
What if I press MMB on an item in hand?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on April 28, 2016, 12:24:19 pm
No MMB? Sounds like a Mac. Hope it has a full keyboard :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 29, 2016, 12:47:18 am
No MMB? Sounds like a Mac. Hope it has a full keyboard :)

Lenovo Yoga.

Fair point. :)
What if I press MMB on an item in hand?

Nothing happens.

I see only 5 action keys defined. What about quick action keys for the other hand? ;)
There's also no quick action for un-prime...

There are only 5, common for both hands. And first you need to open the left or right hand action menu.

The shortcuts without opening the action menu would ignore some functionality (e.g. hit log) unless I do a lot of changes, which I don't really want to do; I'll invest the time into something else.

I can add un-prime into action menu I guess... direct shortcut as I said could lead to unwanted side effects (sooner or later).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 29, 2016, 12:52:08 am
Ahem, may I ask for something little and maybe easy to do? Could the Ufopaedia section be split into guns/melee/equipment/treasures etc. instead of one huge list of weapons AND equipment? It would make finding and searching so much easier?  :)

I am not sure if this is an exe or an rul-file problem, so please allow me to post my wish here.

It's both exe and rul... I would need to add sub-category attribute to ufopedia articles and dioxine would have to subcategorize the articles :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Nord on April 29, 2016, 09:48:44 am
Good day. Say please, is there a possibility to create a working android build of current PirateZ version? Or will that be possible someday? Thank you.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on April 29, 2016, 10:14:20 am
Good day. Say please, is there a possibility to create a working android build of current PirateZ version? Or will that be possible someday? Thank you.

Yes, it is possible.

But no, I have no experience with it, you'll have to find somebody else who will do it for you.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Nord on April 29, 2016, 10:29:28 am
Thanks. I`ll search...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: new_civilian on April 30, 2016, 04:18:02 pm
Just a small question: Would it be possible to save the state in which the personal lights (L-button thing) are into the savegames? I can't tell you how often I reloaded (my gals stealthed and hiding) saves, just to run around with lights (and thus ruining my stealth) before I realize they are on again...

Anyway, I'm off, 98E has been released!!!  :D
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Hazard on May 01, 2016, 01:44:38 am
Hm, the item action shortcuts aren't working for me, no matter what keys I bind them to. I'm using Stian's FoV fix .exe.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on May 01, 2016, 01:53:05 am
Are you first opening the proper hand's action menu? (ie clicking on the weapon/item that you want to use, or pressing the keys to do so, default are q and e). The shortcut is for selecting an option once the menu is open, not to go directly from walking about to shooting.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Hazard on May 01, 2016, 03:10:30 am
Yeah, that's what I'm doing. But if it works for you, then I guess it's something on my end...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on May 01, 2016, 04:28:37 am
Yes, it works for me.. but I compile my own executable, so maybe there is something different..

New request: Add # of gals wounded to the debriefing state, shown before # of gals killed, with the possibility of deducing score for that.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Stian on May 01, 2016, 12:59:11 pm
I just realized that using the clear inventory button or load template button on a gal with pre-primed grenades drops the grenades live on the floor for a bit of a surprise a turn later... :) Due to the number of inventory items in a typical equip screen this can be a bit hard to catch manually, so I made a tiny fix and attached it to this post. Prime-able items are now reset when either of these buttons drops the item.

New request: Add # of gals wounded to the debriefing state, shown before # of gals killed, with the possibility of deducing score for that.
The number of days they'll be injured would be really useful for such a screen too. Though perhaps that part is better for the skill screen, then again that screen is fairly busy as it is.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 01, 2016, 04:19:20 pm
New version is up.

v2016-05-01
  + Un-prime explosives automatically before dropping them during inventory management
  + improved FOV calculation by Stian (please help with testing), more info here: https://openxcom.org/forum/index.php/topic,4568.0.html
  + reverted back fix "tank ammo" by Warboy (not necessary in our context)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YNkFJd210aElaYTA
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: new_civilian on May 01, 2016, 05:46:14 pm
Is setting the viewdistance in Piratez.rul to 30 required, recommended or should it better remain untouched?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on May 01, 2016, 05:55:57 pm
To really see the difference, set it to 30 or 40 (I plan to set it to 40). The performance gain on default vision range will be only noticeable on weak machines.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: new_civilian on May 01, 2016, 06:01:01 pm
To really see the difference, set it to 30 or 40 (I plan to set it to 40). The performance gain on default vision range will be only noticeable on weak machines.

I have single core Sempron 3000 with 1Gb Ram, does it qualify?  ;D
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Stian on May 01, 2016, 06:08:17 pm
The game only runs on one core as it is. Would you mind trying at 30 or 40 just to test the performance?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on May 01, 2016, 07:03:39 pm
On my machine (i5 2.9 GhZ, 12 GB ram), first drops in performance began around vision 100 (drop from steady 60 FPS to 40-ish).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: new_civilian on May 01, 2016, 07:33:54 pm
Tried 30 during a railyard-terrain pogrom and boy is this a boost or what?!  :o
No stutter, no slowdown, no waiting, nothing. It's like having a 5 year newer new computer.

Atm I have an enemy base to destroy and will try 40, but just seeing the extremely high performance of the 30 setting I already know it will be working fine.
One thought, though: Will the view-range-limits on certain armors (some have 16 day-view-range) have to be adjusted then?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on May 01, 2016, 09:00:26 pm
Yeah naturally.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on May 01, 2016, 09:14:35 pm
Another new feature request: remembering equipment for HWP. I use two parrots and they each carry a smoke, which I have to give and prime every time. It's a small thing, but it would be nice to skip it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 01, 2016, 09:34:25 pm
Another new feature request: remembering equipment for HWP. I use two parrots and they each carry a smoke, which I have to give and prime every time. It's a small thing, but it would be nice to skip it.

That would be a horribly big change to HWPs... not worth the effort... really.
Better make parrots a new soldier type... and then I can make a small change to limit the number of soldiers of certain type per craft.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on May 01, 2016, 11:58:37 pm
Oh whichever way.. can you produce parrot-soldiers from manufacturing jobs?

It was just a minor request, I did not realize it would be a lot of work. If it's much work, I can keep putting one primed grenade on the first one and copying the template over. ;)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: new_civilian on May 02, 2016, 12:20:24 am
Had a base mission, then a mutant pogrom mission and used a viewrange of 40. The performance is top-notch, no problems at all, it is still WAY faster than everything before. One thing changed, though: I got a lot of reaction fire (and aimed shots) from far-off distances, it felt like a real battlefield. This exe-change really adds to the game!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Bartojan on May 02, 2016, 04:28:55 pm
New version is up.

v2016-04-28

  + Middle-click on item in inventory (in inventory screen) brings up related ufopedia entry

Great function! Is it posible to have the same in buying and selling screens (Black Market, Fence)?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Eddie on May 04, 2016, 01:00:02 am
I would have another idea for a feature: craft repair as a workshop item.

Instead of crafts getting magically repaired for free you have to allocate runts and resources to repair a damaged craft. The repair should then also be seperated from the refuel and rearm mechanic so that you can refuel and rearm a damaged craft if you don't have the time/money to repair it.

I have no idea how hard it is to code that so please don't hate me if it is way too complicated/impossible.


Another idea related to crafts: efficient rearm
Only fill up ammo as long as you can fit a whole mag. So far this has not been a problem as ammo was cheap and available. But for salvaged Gauss Cannon rounds that cannot be bought or manufactured I would not want to spend a whole mag to replace one round.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: UnholyAngel on May 04, 2016, 02:50:29 pm
The performance boost from the FoV changes are amazing the game now runs faster with view distance set to 40 than it just to with only 20.

And a feature request: It would be nice, if you could get the 'sell' button in production screen to actually work for crafts as well (since there is one in Piratez that is basically merchandise) as well moving the check for available hangers back to when the production actually starts instead of when you increase the number to produce.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on May 04, 2016, 03:02:47 pm
Another idea related to crafts: efficient rearm
Only fill up ammo as long as you can fit a whole mag. So far this has not been a problem as ammo was cheap and available. But for salvaged Gauss Cannon rounds that cannot be bought or manufactured I would not want to spend a whole mag to replace one round.

You can control it manually by switching a gun off just before it hits the ammo threshold (click on a gun icon to do so).

Also, the trouble with tank ammo seems unresolved. I'm getting over 300 shells back after each mission with Hovertank/Devastator (after firing a few out of a clip of 48). It might be related to the fact that the secondary weapon has an ammo count of 360 (but it doesn't use any clips).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: new_civilian on May 04, 2016, 04:57:48 pm
What about removing the ammo count on the secondary weapon completely? Would that work? I gave my tanks (in default OXC nightly exe) a melee/crush secondary and it seems to work fine.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on May 04, 2016, 04:59:20 pm
I don't want the secondary weapons (machineguns of all sorts) to have unlimited ammo.

Also, a request for upgrade... definiable position of the equipment stash within a craft? (current behaviour if undefined).
I also think we can safely move to the new FOV calc formula. It allows to completely change the game experience, while also allowing people with weak machines to play the game w/o any trouble.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on May 04, 2016, 04:59:43 pm
Feature request: The ability to define the equipment stash in Vessel maps.

This would allow the map builder to define a particular tile as the equipment tile, instead of being hard coded to the #1 spawn point.  The Bonaventura, for example has the #1 spawn point set aggressively next to the ramp which can make the stash vulnerable to enemy fire.  Wouldn't it be nice to move it upstairs and thus more protected?  Also, if you take a Sentry Gun (Nice, tanky, immobile HWP) guess where it spawns...  Yup. Right on top of the pile.  No chance to grab reloads from the pile, you'll have scavenge enemies now.

I suppose an alternative method might be to loosen the ability to define HWP spawn points.  You could define a tile as a 1X1 or 2X2 or both. It would be free from the "Drop all HWPs into the Nodes in numeric order until HWPs are gone. Then fill in with soldiers" logic as it currently stands.  It think this path would make things easier for guys like Solarius that are trying to figure out how one agent can take his dog in a rental car, and not have someone crash the game by trying to stuff a tank into there. ;)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: R1dO on May 05, 2016, 12:27:13 am
It think this path would make things easier for guys like Solarius that are trying to figure out how one agent can take his dog in a rental car, and not have someone crash the game by trying to stuff a tank into there. ;)

Is that something that has actually happened, or just theoretical?

Reason i ask is that according to the vanilla code i've seen for the craft equipment screen a HWP should not be allowed on board if its size (defined by it's armor) exceeds the number of free soldier slots. If this is no longer the case it could warrant a bug report (especially if it is reproducible in vanilla oxc as well).

If this is by design for OXCE(+), please ignore this message.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 05, 2016, 01:38:11 pm
New version is up.

v2016-05-05
  + Fix tank ammo recovery when tank has 2 different weapons with ammo
  + Added ability to override default craft inventory tile (e.g. craftInventoryTile: [7, 4, 1])
  + Faster ground inventory stacker by Stian
  + Unified armor sprite search in ufopedia and inventory UI

Download: https://drive.google.com/open?id=0B8itkFQbhj-YMS1lVjVvUHoyb0U
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: UnholyAngel on May 05, 2016, 03:43:32 pm
The new exe/changed inventory stacker (I guess) causes my game to freeze and eventually crash if I try to open the inventory while standing on top of a corpse or live alien. I don't have the same problem with other inventory stacks or the previous version.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Stian on May 05, 2016, 04:03:29 pm
I'll take a look at that crash shortly. Thanks for the report.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Stian on May 05, 2016, 04:26:53 pm
Ok, fix uploaded on the inventory stacker github. Sorry about that!

On a slightly unrelated note: piratez takes a looooong time to boot in debug mode.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 05, 2016, 04:56:02 pm
New download: https://drive.google.com/open?id=0B8itkFQbhj-YMS1lVjVvUHoyb0U
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: new_civilian on May 05, 2016, 06:17:11 pm
Thanks! Your updates are always welcome.

One question: I tried several positions, tabs and indents on the craftinventorytile entry in the rul file, but nothing seems to register.
Could you please post an example entry?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 05, 2016, 06:50:26 pm
One question: I tried several positions, tabs and indents on the craftinventorytile entry in the rul file, but nothing seems to register. Could you please post an example entry?

Code: [Select]
crafts:
  - type: STR_VENTURA
    craftInventoryTile: [7, 4, 1]
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: new_civilian on May 05, 2016, 07:08:19 pm
Thanks!

Odd, that's what I tried first and it didn't work.

Oh, wait, do I have to edit the original Piratez.rul file, I remember that editing the Bonaventura worked only then. Gonna test that and a custom addon rul file.

REPORT: yes, it only works when editing the original Piratez.rul file.

A nice location for the Ventura is behind that small door on the level that leads to the roof.

Code: [Select]
    craftInventoryTile: [6, 4, 2]
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on May 05, 2016, 07:41:45 pm
For some reason, you can't just mod the Bonny. I found that out when trying to change the unit deployment scheme. You have to use "delete: STR_VENTURA", then paste the entry as it was in the mod to redefine it, with your new values in.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: new_civilian on May 05, 2016, 07:58:16 pm
Yes, of course, I forgot that possibility for a moment.  :-[
It's also much safer doing the change that way.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on May 05, 2016, 08:05:43 pm
Yes, but a bit of a pain to update.. I don't understand why a later mod can't mod the Bonny, but it sort of works this way.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 05, 2016, 08:09:26 pm
REPORT: yes, it only works when editing the original Piratez.rul file.

You can change the "deployment" and "craftInventoryTile" attributes of any craft only if your mod contains also the "battlescapeTerrainData" attribute... not exactly sure why, but it's implemented like this.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on May 05, 2016, 08:35:34 pm
Ah! Cool! So I don't need to include all the other stats (or delete the original!). That makes updating much easier, since the terrain shouldn't change very often. Thanks for the info!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: new_civilian on May 07, 2016, 04:26:18 am
Not sure if this is important, but when I change the bonny that way^ the game CTDs when trying to edit the loadout in the Battle Generator. Interestingly when I do not try to edit the loadout and skip directly to launch, it works...

I can't test atm if it works in the game itself, as I sold the bonny and use other crafts.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on May 07, 2016, 03:58:57 pm
Kindly remind me what keyboard button to press to see if my shot missed or hit an enemy.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 07, 2016, 04:13:49 pm
Kindly remind me what keyboard button to press to see if my shot missed or hit an enemy.

Ctrl+H
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Cristao on May 07, 2016, 06:35:58 pm
thanks.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: a0kribu on May 09, 2016, 04:52:43 pm
Watching your playthrough on YT it occurred to me that some people might gain from having the heading in the Shipping-XY window represented as an arrow in addition to the "North-West" or whatever it is.
It might take a little thought so the old look would be preserved.

Maybe in the upper right corner of the window?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Ketonur on May 10, 2016, 11:26:57 am
Is it possible to make mouse scroll responsible for switching through equipment pages (before a mission) ? :)

What was the key that you used to empty your craft from all the equipment ?

Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on May 12, 2016, 03:17:34 pm
New request: surrendering enemies.
What does it mean? That enemies may surrender, automatically ending the battle (same as if they were stunned).
Why? Because chasing last unarmed civilians around the map is not both unethical and embarrassing (and a loss of time).
Is it tricky to implement (design-wise)? Yes, but I would like to propose a method to fit it into the game.

So here it goes:
New flag for units: canSurrender. (If not present, this rule doesn't apply at all.) Meant for human enemies mostly.
How does it work? If all enemy units left on the battlefield are panicked, and all of them have this flag, the battle automatically ends - you just sweep them off the floor.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on May 12, 2016, 03:46:23 pm
So here it goes:
New flag for units: canSurrender. (If not present, this rule doesn't apply at all.) Meant for human enemies mostly.
How does it work? If all enemy units left on the battlefield are panicked, and all of them have this flag, the battle automatically ends - you just sweep them off the floor.

Maybe even simpler: if all remaining enemy units have that flag, and are all below a global Morale threshold (settable, default = 50) at the end of their turn, they all surrender and mission ends with them being your captives.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Boltgun on May 12, 2016, 06:25:18 pm
Using morale could make sense, but yes a surrendering mechanic for the last few guys could be so helpful.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on May 12, 2016, 06:44:52 pm
Can we get this cherry picked?

It would be glorious to see some mutant brutes punching out spartans :D And if we get Xtendo's advanced civilian behavior, the gals could actually lead the mutant uprising against the purebloods!

X-Piratez - Mutant Revolutionz  8)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 13, 2016, 12:26:35 pm
Watching your playthrough on YT it occurred to me that some people might gain from having the heading in the Shipping-XY window represented as an arrow in addition to the "North-West" or whatever it is. It might take a little thought so the old look would be preserved. Maybe in the upper right corner of the window?

Possible, but I don't see a point in having the same information twice.

Is it possible to make mouse scroll responsible for switching through equipment pages (before a mission) ? :)

Yes it is possible, I won't do it though.

What was the key that you used to empty your craft from all the equipment ?

Press "X".

Maybe even simpler: if all remaining enemy units have that flag, and are all below a global Morale threshold (settable, default = 50) at the end of their turn, they all surrender and mission ends with them being your captives.

Seems like a lot of work (for a modder) for no real benefit.
I'll put it on the list, should be easy to implement... but hard to test.

Using morale could make sense, but yes a surrendering mechanic for the last few guys could be so helpful.

I find the last 1-2 enemies the most dangerous part of the mission (as they can see me), and they are usually responsible for my losses. And even if they are maybe panicked for one round, they will gain morale in the next round, pick up a weapon and kill me... if it gets implemented, it will definitely be an option and I will turn it off in my games.

Can we get this cherry picked?

Can we get what cherry-picked?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on May 13, 2016, 01:02:34 pm
Seems like a lot of work (for a modder) for no real benefit.

The benefit is enormous. The vanilla behaviour is fine for aliens - they are allowed to behave inhumanly, because they're aliens. The same routines applied to human enemies are inadequate and a bit ridiculous to watch.

I'll put it on the list, should be easy to implement... but hard to test.

I think it's very easy, just give them a huge morale loss penalty (armors section) :)

I find the last 1-2 enemies the most dangerous part of the mission (as they can see me), and they are usually responsible for my losses. And even if they are maybe panicked for one round, they will gain morale in the next round, pick up a weapon and kill me... if it gets implemented, it will definitely be an option and I will turn it off in my games.

And that is why I said "panicking only" - I didn't want to change too much. But we can discuss that.

Can we get what cherry-picked?

I believe Artanor was referring to civilian AI and biultInWeaponSets.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Boltgun on May 13, 2016, 01:47:57 pm
I find the last 1-2 enemies the most dangerous part of the mission (as they can see me), and they are usually responsible for my losses. And even if they are maybe panicked for one round, they will gain morale in the next round, pick up a weapon and kill me... if it gets implemented, it will definitely be an option and I will turn it off in my games.

Yes, and I rarely have this issue myself because I spread out gals and sweep maps carefully.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 13, 2016, 03:04:41 pm
Yes, and I rarely have this issue myself because I spread out gals and sweep maps carefully.

I (try to) do that too... and I don't have a problem with last guys outside of the UFO usually.
I have problems only if the last guys are inside the UFO.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on May 13, 2016, 05:10:17 pm
Yes, I was talking about Warboy's "civilians can use weapons" new feature.

Also, the morale thing looks fine. If you have one random academy researcher or trader GO hiding in a closet, it's not all that fun or gratifying to hunt her down. Now, if it's a chryssalid, I'm sure Dioxine wouldn't set those to "surrender: True" or whatever, so you will have to relive Alien ;)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on May 13, 2016, 05:31:06 pm
...Now, if it's a chryssalid, I'm sure Dioxine wouldn't set those to "surrender: True" or whatever, so you will have to relive Alien ;)

Nooo!!!!
 (https://i.imgur.com/oOmA5cC.png)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: a0kribu on May 13, 2016, 05:42:15 pm
Possible, but I don't see a point in having the same information twice.

The point of providing any information in a more accessible format is to cut out people thinking over what the information is communicating and instead make them spend their time using said information. :3
I watched someone spend 3x3 seconds in a single episode mulling over where the crafts are heading.

Edit: Obviously it might not be worth it for you. God knows.
Love the YT campaign btw.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on May 13, 2016, 05:47:21 pm
Well the game assumes you can read compass. Let's leave it that way. An arrow telling 'north where?' would be an insult to the player.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: a0kribu on May 13, 2016, 05:48:55 pm
I can read compass all right.
Very ironically a compass has an arrow.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on May 13, 2016, 06:26:19 pm
Don't cast these semantic spells on me, you well know what I meant. Who needs a compass if you see the whole planet? Kinda redundant IMO.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on May 13, 2016, 07:17:48 pm
Seems like a lot of work (for a modder) for no real benefit.
I'll put it on the list, should be easy to implement... but hard to test.
I think better way to implement this would be adding scripts that will handle it. With that modder will have lot of freedom on defining how to end mission.
This could be different for each mission (in "assassin mission" you could win after one kill). This could go too in opposite direction, if you loose lot of unit and your team panic, battle could end too. This will all depend on that will be calculate in scripts.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Stoddard on May 14, 2016, 01:00:18 am
Had anyone had any luck with compliling x64 linux executable? I keep hitting the same quite random crash (doesn't happen with downloaded 32bit exes) and would like to know if someone ever did it successfully, or the code base is knee-deep in int/ptr-width bugs, or  was that known to work, but bit-rotted and can realistically be fixed or what.

(besides, minimising the window really messes up my window manager, and every option apply recenters the window which gets real annoying on two monitors, but I can't fix that until I can compile something not crashing right away)

system: xubuntu trusty x64
codebase:
origin   https://github.com/MeridianOXC/OpenXcom.git (fetch)
* master 9d44544 Multiple calls to SDL_GetVideoMode crash on various systems. Users will just have to manually restart after changing the Window Position option.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 14, 2016, 01:16:51 am
codebase:
origin   https://github.com/MeridianOXC/OpenXcom.git (fetch)
* master 9d44544 Multiple calls to SDL_GetVideoMode crash on various systems. Users will just have to manually restart after changing the Window Position option.

FYI, "master" is just a copy of SupSuper's vanilla repo... you need the branch from the first post if you want any of my changes.

Yes, I was talking about Warboy's "civilians can use weapons" new feature.

I spent 3+ hours trying to cherry-pick even the first (tiny) commit for this feature.
After giving up hope on automatic merge because of different line endings (and yes, I tried the first 10 ways I could google to do it... all failed), I eventually merged it by hand... yes, by hand.
Still, it doesn't compile:
- because it requires also next commit (wouldn't be so bad)
- and because it depends on at least another 2 previous commits, which I really can't be bothered to search for and painfully cherry-pick and test

If anyone has nerves from steel, feel free to do it... I'll happily commit your PR.

PS: once (if at all) Yankes merges OXC into OXCE, I am really not looking forward to re-implementing half of OXCE+ again because it's gonna be incompatible with both OXC and OXCE :(
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Stoddard on May 14, 2016, 02:10:09 am
FYI, "master" is just a copy of SupSuper's vanilla repo... you need the branch from the first post if you want any of my changes.

Well, thank you, this did it, the oxce2.9-plus-proto works ok but for a few warnings.

I spent 3+ hours trying to cherry-pick even the first (tiny) commit for this feature.
After giving up hope on automatic merge because of different line endings (and yes, I tried the first 10 ways I could google to do it... all failed), I eventually merged it by hand... yes, by hand.
Still, it doesn't compile:
- because it requires also next commit (wouldn't be so bad)
- and because it depends on at least another 2 previous commits, which I really can't be bothered to search for and painfully cherry-pick and test

If anyone has nerves from steel, feel free to do it... I'll happily commit your PR.

For the life of me I can't find that. Seriously, arcane merges are way simpler than this forum search crap.  Can you please post a few pointers?

Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on May 14, 2016, 04:14:51 am
PS: once (if at all) Yankes merges OXC into OXCE, I am really not looking forward to re-implementing half of OXCE+ again because it's gonna be incompatible with both OXC and OXCE :(
I know your pain. I probably do this "fun" around end of this month.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on May 14, 2016, 11:19:16 am
I know your pain. I probably do this "fun" around end of this month.

Yeah, that's reasonable time frame. (Go, go Yankes!)
As much as I'd like new stuff from the nightlies, I wouldn't ask Meridian to do something that takes so much time and is ultimately futile... If it was something simple, like (I think) definable waypoints for Blaster Bombs, then maybe - but only because the gain is immediate and the code is (probably) trivial.

EDIT:

I stumbled upon this post:
In Alien Containment it'd be useful to somehow mark aliens that won't be researchable again so that their space can be freed up.

I think it's an excellent idea. In Alien Containment, if the non-researchable (fully researched) aliens would be shown in a different colour, it would indeed make things easier to manage.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on May 19, 2016, 05:12:51 pm
Something's not right. After your 'no deployment crash' fix, I'm getting these crashes every time a Comm Wave spawns. Even after adding a deployment for Comm Wave.

EDIT: this error seems to be somehow related to regions and zones, not deployments. I'll keep checking.

EDIT2: It doesn't seem to have anything to do with your code... It just seems that no UFO can be set to fly over a non-default region, because the game will crash. Damn it to hell. Unless I'm mistaken...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 19, 2016, 06:42:15 pm
Do you need help debugging?

And isn't it the same as this: https://openxcom.org/forum/index.php/topic,4058.msg65130.html#msg65130 ?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on May 19, 2016, 06:48:35 pm
Would you mind if I sent you the package?

When I added 'missing' zones (I made sure only zone 0 is needed for the mission), it broke looking for zone 24 or somesuch idiocy...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 19, 2016, 07:01:46 pm
Would you mind if I sent you the package?

When I added 'missing' zones (I made sure only zone 0 is needed for the mission), it broke looking for zone 24 or somesuch idiocy...

Sure. In about 1 hour I'll have time for the rest of the evening. I'll be on IRC too.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on May 19, 2016, 07:43:51 pm
https://drive.google.com/file/d/0B-8IP37CA63Ld01nV2FoUDVwSU0/view?usp=sharing

No save, since all it takes is to start a new game and wait for the crash (around 3rd day of the month). The offending mission is called STR_MUTANT_POGROM_DISTRESS_NO_PENALTY

I'll be really grateful for help.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Stian on May 19, 2016, 08:41:34 pm
Code: [Select]
  - type: STR_MUTANT_POGROM_DISTRESS_NO_PENALTY
    points: 0
    objective: 3
    spawnZone: 0
It appears to be caused by the spawnZone and objective combination. (the region with that spawnZone has only mission zones for objective 0). Changing spawnZone to 3 appears to remove the crash, but as I don't know the intent nor have that big a familiarity with the modding system, that might change other things as well. Just saw the difference with the other pogrom mission.

Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 19, 2016, 11:35:31 pm
Code: [Select]
  - type: STR_MUTANT_POGROM_DISTRESS_NO_PENALTY
    points: 0
    objective: 3
    spawnZone: 0
It appears to be caused by the spawnZone and objective combination. (the region with that spawnZone has only mission zones for objective 0). Changing spawnZone to 3 appears to remove the crash, but as I don't know the intent nor have that big a familiarity with the modding system, that might change other things as well. Just saw the difference with the other pogrom mission.

Yes, that is the final cause of the crash.

But the issue is probably somewhere else.
I spent a few hours playing with it, but only managed to confuse myself even more.

I recommend starting again with the ruleset for this feature from the scratch... in VERY small increments... and test every single addition to see if it works as expected. Maybe even test individual components by changing already existing ruleset temporarily. Eventually you should find either a typo in the ruleset; or a bug or missing feature in OXC.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on May 20, 2016, 04:23:06 am
Solved that, it works now. Seems that it comes down to this:
1. in order for UFOs to fly, a region needs all its 6 mission zones
2. UFO going to spawn a terror site can only do so in zone 3
These observations might be wrong, but equipping my custom region with all 6 zones and changing the spawnzone for mission to 3 fixed it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 21, 2016, 12:08:48 am
New version is up.

v2016-05-20
  + Unhardcoded kneel bonus and one-handed penalty, info: https://openxcom.org/forum/index.php/topic,4647.msg65327.html#msg65327
  + SHIFT, ALT and CTRL cannot be used as user hotkeys anymore
  + Added separate sections for OXCE+ controls and advanced options
  + Added support for "allowedItemCategories" to starting conditions, info: https://openxcom.org/forum/index.php/topic,4444.msg65287.html#msg65287
v2016-05-18
  + Showing firing/throwing/melee/psi in inventory, more info here: https://openxcom.org/forum/index.php/topic,4520.msg65159.html#msg65159
  + Inventory tooltip now shows also item weight (optionally, showItemNameAndWeightInInventory: true)
  + Fixed CTD for UFOs without alien deployment
v2016-05-14
  + Added configurable difficulty-based retaliation delay, info: https://openxcom.org/forum/index.php/topic,4630.msg64978.html#msg64978

Download: https://drive.google.com/open?id=0B8itkFQbhj-YRDViLS11c3RrRjg
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: a0kribu on May 21, 2016, 07:13:55 am
https://imgur.com/UGeN07t

You need more than the executable.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 21, 2016, 11:51:01 am
You need more than the executable.

Translations are linked above.
Or you can wait for next piratez release.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on May 22, 2016, 09:49:11 pm
Hey Meridian thank you for the linux executable! Anyway i am not able at the moment to run the game, the oxextended executable needs some dependencies, i managed to run the vanilla executable one as stated here (https://openxcom.org/forum/index.php/topic,4084.msg54350.html#msg54350) but not the one you "manufactured" :), in fact i get the error:

Code: [Select]
error while loading shared libraries: libyaml-cpp.so.0.5: cannot open shared object file: No such file or directory
But as i wrote in the above mentioned link i happened to have all the dependencies/libraries installed. Maybe it's some kiond a bug in the binary or what?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 22, 2016, 09:54:43 pm
It works for me.

I'm no linux expert, so I let that for you to play with... I built the executable using "Makefile.simple" if that helps.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on May 22, 2016, 09:57:54 pm
I'm no linux expert,

So am I, sadly  :'(

so I let that for you to play with... I built the executable using "Makefile.simple" if that helps.

Where i may find that Makefile.simple file, if the will to try will take on me? :D

edit: typos
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 22, 2016, 10:01:06 pm
Where i may find that Makefile.simple file, if the will to try will take on me? :D

https://github.com/MeridianOXC/OpenXcom/blob/oxce2.9-plus-proto/src/Makefile.simple
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on May 22, 2016, 10:03:38 pm
https://github.com/MeridianOXC/OpenXcom/blob/oxce2.9-plus-proto/src/Makefile.simple

Thanks! But i fear i'll eventually resing until some other more experienced user would kindly provide a solution... :'(
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on May 22, 2016, 10:29:28 pm
Thanks for all the new exciting options, Meridian! Now I need to include them somehow. :D
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: R1dO on May 22, 2016, 11:26:31 pm
in fact i get the error:

Code: [Select]
error while loading shared libraries: libyaml-cpp.so.0.5: cannot open shared object file: No such file or directory
But as i wrote in the above mentioned link i happened to have all the dependencies/libraries installed. Maybe it's some kiond a bug in the binary or what?

If your system comes up with that error .. chances are it is not stored on one of the standard library paths.

What does the following command return:
Code: [Select]
locate libyaml-cpp
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on May 23, 2016, 11:12:05 pm
Thanks R1do! Currently i'm on ubuntu 16.04, right now it's even buggier than win95!

Output of locate:

Code: [Select]
/usr/lib/x86_64-linux-gnu/libyaml-cpp.a
/usr/lib/x86_64-linux-gnu/libyaml-cpp.so
/usr/lib/x86_64-linux-gnu/libyaml-cpp.so.0.5
/usr/lib/x86_64-linux-gnu/libyaml-cpp.so.0.5.2
/usr/share/doc/libyaml-cpp-dev
/usr/share/doc/libyaml-cpp0.5v5
/usr/share/doc/libyaml-cpp-dev/changelog.Debian.gz
/usr/share/doc/libyaml-cpp-dev/copyright
/usr/share/doc/libyaml-cpp0.5v5/changelog.Debian.gz
/usr/share/doc/libyaml-cpp0.5v5/copyright
/var/lib/dpkg/info/libyaml-cpp-dev.list
/var/lib/dpkg/info/libyaml-cpp-dev.md5sums
/var/lib/dpkg/info/libyaml-cpp0.5:amd64.list
/var/lib/dpkg/info/libyaml-cpp0.5:amd64.postrm
/var/lib/dpkg/info/libyaml-cpp0.5v5:amd64.list
/var/lib/dpkg/info/libyaml-cpp0.5v5:amd64.md5sums
/var/lib/dpkg/info/libyaml-cpp0.5v5:amd64.shlibs
/var/lib/dpkg/info/libyaml-cpp0.5v5:amd64.triggers

Any ideas/clues?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: R1dO on May 24, 2016, 12:40:28 am
The lib seems to be in the correct place (for an ubuntu package).

You're a bit out of luck though, the ubuntu version you have wont work with oxc (nor does any of the other packages supplied with 16.04). So even if the loader could locate the correct version of  libyaml-cpp.so.0.5 (yes they can differ) you would have been presented with a different error.

The only way you can play oxc on 16.04 is by getting your hands on the correct version (for regular oxc it is 0.5.x, where x != 2, i don't know if extended needs a newer version). either by finding a ppa or by building libyaml yourself.

Alternatively you can try asking nicely if a version can be build with statically linked libraries (which is something i have no experience with).

I am still puzzled by the loader failure though. Could you provide me with the output of the following command?

Code: [Select]
ldd -v OXC_binary | grep yaml where OXC_binary is the full path to your downloaded version.
Thnx
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on May 24, 2016, 08:31:24 pm
typing

Code: [Select]
ldd -v /home/nico/Scrivania/OpenXcom_XPiratez/OpenXcomExPlusElf | grep yaml
gives

Code: [Select]
libyaml-cpp.so.0.5 => not found
hell, apt says it is installed...i guess so it's a seriuos ubuntu 16.04 problem! But since i don't want to downgrade to 14.04 guess i'll have to resing..maybe Yankes may provide some assistence, even helping Meridian with linux binary versions?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: hellrazor on May 24, 2016, 08:46:39 pm
typing

Code: [Select]
ldd -v /home/nico/Scrivania/OpenXcom_XPiratez/OpenXcomExPlusElf | grep yaml
gives

Code: [Select]
libyaml-cpp.so.0.5 => not found
hell, apt says it is installed...i guess so it's a seriuos ubuntu 16.04 problem! But since i don't want to downgrade to 14.04 guess i'll have to resing..maybe Yankes may provide some assistence, even helping Meridian with linux binary versions?

Check this here (https://openxcom.org/forum/index.php/topic,4631.msg64835.html#msg64835) for getting the right YAML lib from github.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on May 24, 2016, 08:53:10 pm
Check this here (https://openxcom.org/forum/index.php/topic,4631.msg64835.html#msg64835) for getting the right YAML lib from github.

Thanks, but i do not have time to study/invesitigate, so i guess i'll stop now. IN simplier words, the problem lies in ubuntu or in the binary? In the end someone eventually would kindly make a statically linked file cointaining the libs requested? Thanks again guys and keep it up!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: hellrazor on May 24, 2016, 08:58:31 pm
Thanks, but i do not have time to study/invesitigate, so i guess i'll stop now. IN simplier words, the problem lies in ubuntu or in the binary? In the end someone eventually would kindly make a statically linked file cointaining the libs requested? Thanks again guys and keep it up!

The problem is that Ubuntu 16.04 uses the 0.5.2 Version of libyaml-cpp. The only thing you can do it either downgrade or upgrade the lib to a working version, version 0.5.1. or 0.5.3 or higher.

Ubuntu is tricky in this regard since they only set a list of packages which does exclude some versions of libs. In this case they picked a broken version of libyaml-cpp which is stupid but it ubuntu... (they really really should check the gitlogs before they pull in"stable" libs...)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on May 24, 2016, 09:37:51 pm
Maybe thete is a noob way to get thrse installed; like a third party- unofficial ppa or a .zip file? Thanks.  :D
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on May 24, 2016, 10:01:23 pm
or compile yaml-cpp as part of exe not external lib. You would need remove references to system yaml lib from `makefile.simple` and direct path to header and sources downloaded manually. Something like that is done in `makefile.mxe`.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on May 25, 2016, 01:08:44 pm
Thanks Yankes! @Meridian: when ever the next stable linux binary will be raedy some more info (maybe a bit technical) about it would be nice, to help users. Hope again Yankes may want to help. Over and out!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 25, 2016, 01:18:13 pm
@Meridian: when ever the next stable linux binary will be raedy some more info (maybe a bit technical) about it would be nice, to help users.

What more info do you need?

You can't just ask me for "more info", I have no idea what do you need... otherwise I will just tell you that when I created the binary, the sun was shining in switzerland, it was 20 degrees celsius and I had red socks and blue t-shirt on. I was drinking red wine and my neighbour's dog was barking all the time.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on May 25, 2016, 02:20:45 pm
Oh Meridian, can you move the gunmeele Swing option BACK AGAIN to the bottom? It was in a proper place then now it's somehow back at the top. It feels really unnatural, as the swing option is the 'least important' and there it is, at the very damned top :) Or make it an option, if your opinion is as strong as mine only the other way :)

My actual argument is: when you're doing Swing, you do it 2-3 times in a quick succession. When the Swing was on bottom, it was directly under the cursor that just clicked the weapon. Now, with Swing on the top, I have to swing the mouse like crazy to do it :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 25, 2016, 02:46:02 pm
Oh Meridian, can you move the gunmeele Swing option BACK AGAIN to the bottom? It was in a proper place then now it's somehow back at the top. It feels really unnatural, as the swing option is the 'least important' and there it is, at the very damned top :) Or make it an option, if your opinion is as strong as mine only the other way :)

My actual argument is: when you're doing Swing, you do it 2-3 times in a quick succession. When the Swing was on bottom, it was directly under the cursor that just clicked the weapon. Now, with Swing on the top, I have to swing the mouse like crazy to do it :)

Yeah, I changed it back, because I did gunmelee instead of autoshot so many times since the change (just by memory without looking).

I'll make it configurable today (as user option).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on May 25, 2016, 10:21:27 pm
What more info do you need?

You can't just ask me for "more info", I have no idea what do you need... otherwise I will just tell you that when I created the binary, the sun was shining in switzerland, it was 20 degrees celsius and I had red socks and blue t-shirt on. I was drinking red wine and my neighbour's dog was barking all the time.

Ahah no sorry, i meant dependencies or it it woul be statically linked and so on i' m not expert...O_o and it's a pity i never had an holiday in Switzerland :'(
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ohartenstein23 on May 27, 2016, 03:12:17 pm
I've been able to to compile Meridian's source by using apt-get to install the libraries listed on ufopaedia's site, but they have to be the dev version, with -dev appended to the library name.  I can come up with some better instructions when I'm not on my phone if you'd like.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on May 27, 2016, 11:34:01 pm
I've been able to to compile Meridian's source by using apt-get to install the libraries listed on ufopaedia's site, but they have to be the dev version, with -dev appended to the library name.  I can come up with some better instructions when I'm not on my phone if you'd like.

Oh yes, that would be very kind, thanks! Maybe then Meridian may merge these "istructions" in the first post :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ohartenstein23 on May 28, 2016, 12:36:34 am
First, the obvious part of downloading the source from Meridian, it's the source link in his original post, I'll copy it here too: https://github.com/MeridianOXC/OpenXcom/tree/oxce2.9-plus-proto
Either download or make a git clone, just get all the source files in a directory you can easily find with the terminal.

Next come all the required libraries, listed on https://ufopaedia.org at: https://www.ufopaedia.org/index.php/Installing_(OpenXcom) under the instructions for Unix-like systems.  We need all the dev versions, so I installed them with the command
Code: [Select]
sudo apt-get install libsdl1.2-dev libsdl-mixer1.2-dev libsdl-gfx1.2-dev libsdl-image1.2-dev libyaml-cpp-dev libboost-devNote the addition of libboost-dev - I don't remember quite why I needed it, I think it popped up as an error that it was required during my first try.

Finally, navigate in your terminal to the src folder from Meridian's files and make using the Makefile.simple that he provided:
Code: [Select]
make -f Makefile.simpleAfter a few minutes, you should have a binary that you can use!  I then moved it to the Piratez directory, the same location that Dioxine puts the .exe file for Windows.  Make sure it's set as executable, and you can either run it from a terminal or just double-click from a file browser.

Edit: If you're having trouble finding the executable after compiling, it was in the bin/ subfolder for me.

Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on May 28, 2016, 01:00:23 am
libboost-dev is need by old yaml-cpp (probably most distr have old ones), new one use c++11 features that replace it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 28, 2016, 02:46:04 pm
New version is up.

v2016-05-28
  + Added more filtering in the New Manufacture screen, more info: https://openxcom.org/forum/index.php/topic,4520.msg65589.html#msg65589
  + Added user option for show gun melee on top (or on bottom)

Download here: https://drive.google.com/open?id=0B8itkFQbhj-YWDRWX1lMZVh3WTg
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on May 29, 2016, 02:58:48 pm
@ohartenstein23: i tryed like you wrote here (https://openxcom.org/forum/index.php/topic,4187.msg65619.html#msg65619) and it worked! For linux users: if you use sudo must change the user gorup otherwise you'll be able to run the binary (placed in the /bin folder after the compiling is over) only as root. Used on an older pc (took nearly an hour!) with ubuntu 14.04.

@Meridian and Yankes: executed in the terminal, and while running got the putput:
Code: [Select]
libpng warning: Out of place iCCP chunk
Used very latest version (v2016-05-28) and for the new features - in the menu screen - got some weird strings like in the attached screenshot.

Edit: compiled in ubuntu 14.04, gives error in ubuntu 16.04 because give siilar error like here (https://openxcom.org/forum/index.php/topic,4187.msg65477.html#msg65477) but this time regarding libSDL_gfx.so.13.

Edit 2: inventory stats are also messed up (bugged) see attachment

Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on May 29, 2016, 11:46:28 pm
On 0.98F, while assaultin a small shipping, stunned an osiris bodyguard, went to inventory, rapied an osiris bodyguard, the body wes here but not visible (pointed by the description hoverin the cursor over) but as soon as i clicked on the corpse game crashes to desktop. Save attached. That xpiratez version seems somewhat buggy, see also here Saves and .log file attached, latest should be inizio.sav, and i'm usin english (US) language. Sry no screenshots this time.

Edit: i continued playing, and actually seems a bugs regarding stunned enemies. I have Alt corpses mod (https://openxcom.org/forum/index.php/topic,4424.0.html) enabled. Screen below
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on May 29, 2016, 11:47:19 pm
Disabling the alt corpses mod the game does not crash. But stings in the GUI are messed up, as screenies tell.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on May 30, 2016, 01:14:26 am

@Meridian and Yankes: executed in the terminal, and while running got the putput:
Code: [Select]
libpng warning: Out of place iCCP chunk
Used very latest version (v2016-05-28) and for the new features - in the menu screen - got some weird strings like in the attached screenshot.

Edit: compiled in ubuntu 14.04, gives error in ubuntu 16.04 because give siilar error like here (https://openxcom.org/forum/index.php/topic,4187.msg65477.html#msg65477) but this time regarding libSDL_gfx.so.13.

Edit 2: inventory stats are also messed up (bugged) see attachment
You need update mod too, without this you will not have correct strings.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on May 30, 2016, 06:39:45 am
I used last mod version, and the last custom Meridian executable. Am i missing something?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on May 30, 2016, 10:20:34 am
I used last mod version, and the last custom Meridian executable. Am i missing something?

Translations are here:
https://openxcom.org/forum/index.php/topic,4520.msg65589.html#msg65589
https://openxcom.org/forum/index.php/topic,4520.msg65613.html#msg65613
https://openxcom.org/forum/index.php/topic,4520.msg65159.html#msg65159

Mod them yourself or wait for newest PirateZ.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on June 01, 2016, 06:09:43 pm
v2016-05-31
  + More performance improvements for item stacker by Stian
  + fix for FOV calculation by Yankes & Stian
  + fix for doubled retaliation checks after dogfight by Yankes

Download: https://drive.google.com/open?id=0B8itkFQbhj-YM1QxSHp4anMzZ2s
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on June 04, 2016, 12:27:03 pm
New version is up... my birthday present to you :)

v2016-06-04
  + Added Quick Search, more info: https://openxcom.org/forum/index.php/topic,4520.msg65913.html#msg65913
  (added in research, manufacture, ufopedia, stores, buy, sell, equip craft and inventory)
  + Added more filtering in the New Research screen

Download: https://drive.google.com/open?id=0B8itkFQbhj-YSVdLZTRvY0VSYk0

Please help with testing.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on June 05, 2016, 12:41:09 pm
Please help with testing.

The Ufopedia quick search doesn't work correctly... I'll fix that tomorrow... others seems to work fine as far as I can say.

EDIT: some random issues with inventory filtering have been reported too...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on June 06, 2016, 08:11:10 pm
OXCE+ The Devil's Edition (2016-06-06) is out :-)

v2016-06-06
  + fixed quick search in Ufopedia

Download: https://drive.google.com/open?id=0B8itkFQbhj-YSHk3dGpYRHRUaGM
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on June 15, 2016, 09:02:11 pm
New version is up:
- small fix in inventory sorting/stacking
- added quick search to Transfer UI

Download: https://drive.google.com/open?id=0B8itkFQbhj-YSklVSEhFLTNteHc
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: DracoGriffin on June 16, 2016, 11:54:32 pm
Pardon my stupidity, but did Commendations/medals ever finally make it into X-PirateZ yet? I figure you're the best one to ask Meridian with all your amazing customization work!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on June 17, 2016, 12:12:41 am
Pardon my stupidity, but did Commendations/medals ever finally make it into X-PirateZ yet? I figure you're the best one to ask Meridian with all your amazing customization work!

Not yet.  After Extended 3.0 (yankes is still working on it). 
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on June 17, 2016, 12:15:52 am
Exactly.
I already merged it to my working copy. I want add one or two new features and I will release it. After that Meridian will probably merge it and it will be available for piratez.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on June 26, 2016, 01:50:35 pm
OXCE 3.0 is out, so I can only hope you'll find time to merge your build with it, Meridian! :) Man, Pirate Diaries! And who knows what else (no OXC changelog easily available for us plebes, sadly...)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on June 26, 2016, 02:34:11 pm
OXCE 3.0 is out, so I can only hope you'll find time to merge your build with it, Meridian! :) Man, Pirate Diaries! And who knows what else (no OXC changelog easily available for us plebes, sadly...)

There were only less than 2 months of OXC dev merged in 3.0, so there's not many changes.
Worth mentioning are only three:

1. SupSuper: merged SoldierDiaries
2. Warboy: modularize unit stat adjustment, using TFTD formula: https://github.com/SupSuper/OpenXcom/commit/5c317ce82dcfdd06d487b9991f56d9b3013e8f99
3. Warboy: make damage range a mod instead of an option: https://github.com/SupSuper/OpenXcom/commit/e98da3a56079a4a450e50fca835e2f8d21ce4a49

Full changelog here if you have time to read Shoes' comments:

Code: [Select]
25edd7b Make globe textures modular
9dd6699 Merge pull request #1076 from NHOrus/underarray
eef37e7 Merge pull request #1074 from NHOrus/debuffer
e485adc Underexposure of random units Size-10 array with 6 elements with only 4 ever accessed was here. Now it isn't May have caused some units to be unseen when they should have been seen.
65a4ebc Add extra error logging
0d69ada Buffer overflow fix
60eb09d Merge pull request #994 from redv/flashing_health_bar
b0431fb Merge pull request #978 from NHOrus/rm-unused-scalers
4a6016f Nah that was a bad idea
384e5da And let's try OSX error dialogs too why not
9576e31 Try to display error dialogs on Linux
b33ee18 It was the Sectoid, with the Candlestick, in the Dining Room. (fix game crashing if a unit died long after its murderer did)
a92aeee fix osd ocd
288488f Merge pull request #954 from redv/fix_fixed_weapon
614783b Dammit MinGW
9c6ed05 Try to expand crash logging to non-Windows platforms
53ebf15 Does it compile yet?
1f5a654 Typo
8484106 Fix case-sensitivity
2099192 Snip
938ebbf Experimental support for Windows crash logging
4d27d12 Merge pull request #1061 from R1dO/wordwrap-indent
274bdd1 Merge pull request #1071 from R1dO/cmake_version_string
d9dbd1c fix broken condition in burnt floor check
e85c48e Remove the starting dot from the git version string upon saving.
14b85e6 Don't store the git specific hash suffix "-g"
abb3368 Fix mods with LOTS OF STUFF showing scrollbars where they're not supposed to be
7eb860e Fix craft land checks
8168b25 Fix modded soldier types in Monthly Costs
15fc970 Merge pull request #1070 from winterheart/ui-fix
d9317ae Merge pull request #1072 from knapsu/ubuntu_nightly
95578a4 Updated package specification files for nightly builds
88b5444 make some adjustments to the AI
c24a686 Describe worktree state in the version string.
71c8d98 Small fix to New research available screen.
015b09b Clean up graph buttons
7621d45 Clean up warnings
d4790fb Merge pull request #1069 from winterheart/cmake-overcompile
4bfa11a Make travis happy.
31fc274 Optimizing cmake building process
62467d1 Use smaller words
a7b0f63 Fix bugs in save converting research/manufacture
00ba092 Load common resources ahead of time.
0af5aea Updated fonts (courtesy of Hythlodaeus)
3006d99 Fix converted altitudes
8c56dbe TFTD save converter
b6f4c57 Cleanup
df69ad8 Fix TFTD typo
ce1c483 Refactor kill tracking to avoid redundancy errors
dec2001 Fix crash when death was too mysterious for the game to handle
ba6a9a8 Improve startup error logging
a79da04 Fix save load crash
e6aece9 Only save current master's mods in savegame mod list
6e9da80 Fix soldier diary UI for translations
5f2d37c Make sure dead soldiers stay dead, even if they died from some freak accident involving getting knocked unconscious and successively being blown to smithereens.
cd56e04 add a little backwards compatibility for saves
374d5d4 Blistering barnacles!
18f2e5e Fix up soldier death pointer shenanigans, save death cause
5c317ce modularize unit stat adjustment, using TFTD formula.
37a1941 More UI fixes
8ef469b Fix battlescape saves being corrupt Fix quicksave in battlescape not working
ea027dc Fix incorrect kill stats
8ee2565 More UI stuff
2b63cb7 Merge pull request #1066 from ajschult/unbroken
92a21c0 Lots of fixes to get things compiling Makefile typos uninitialized variable (Globe.cpp) added parentheses to fix operator order (&& comes before || by default) constructor initializer reordering unused variables signed/unsigned comparisons "narrowing conversion... from ‘double’ to ‘int’ inside { } is ill-formed in C++11" (TransferItemsState.cpp, old issue) and retabbification
ebb4cd2 auto-maximize dogfights over the ocean (where applicable)
6d64843 remove/alter some comments
124034a UI fixes
5dbe0d0 UI fixes
08ffe5b Whoops
dcd7baa Fix up compatibility
647fe7a Remove mod
0f902bc Fix
0c8a8f9 Fix logic holes
b00f61a Revamp diary interface
ea52f1d Refactor unit naming, make strings more mod-agnostic
8ceba02 Clean up streams
b60a92c Clean up enums
b1b2ad1 Add unit names to soldier stats
db9db64 Restore project files
e612a38 Space it out
c46c093 Clean up header files
511a59d Clean up mission strings
263d04f Rulify interfaces
e3e103f Clean up c_str()
9614f07 More string fixes
ec4d2f2 Use enums in diary
6215bf1 Fix up Ufopaedia
90cda8c Move more strings to common
b70b959 Move strings out to common
c96a71d Fix compiler errors
b7fcd71 Merge remote-tracking branch 'Shoes01/alpha_release'
7b6a9aa Reduce confusion
15e7177 fix filename error
4893b55 fix gitbuilder and stitch up more hwp ammo stuff
6b3a258 actually, while i'm messing with debriefing state
de7a9e2 better do the same here too
a78d791 fix ammo counting for HWPs
1870b3f Save loot values to soldier diaries
d7b1207 Track mission loot values
5d394fe Track who last hit a victim and with what, use that to credit sudden deaths (fire, bleed out)
0a67bbe sanitize missionWeights on load
da822a7 fix converted save terror stuff
2a76ca3 i think i need less "ooh" and more "aah"
1a22c16 fix typo
cb2a6d4 fix mind control assisted alien suicide
eb54448 discount grenades at mission transitions
cfdc6d1 Can't forget these!
44a485d Merge branch 'master' into alpha_release
e98da3a make damage range a mod instead of an option.
07196f1 Let wordwrap honor existing indentation.
eb27d9c Merge branch 'master' into alpha_release
7bf59ef Merge branch 'master' into alpha_release
f42ae12 Changed Order of Earth to be awarded for anything that isn't a ufo recovery
27b6b59 Reordered commendations, as per Arthanor's suggestions
2284de2 Some commendations are now only awarded on mission success
ef29aba Fixed width of Mission Details, sorted Psi related stats on kill screen
4460a8c Added Commendations Entries to ufopaedia
60faecc Fixed a crash when MCing XCOM units
14993be Added sanity checks
4541eef Merge branch 'master' into alpha_release
4d5d4d8 Merge branch 'master' of github.com:SupSuper/OpenXcom
02f6d2a Only credit MC kills if the victim was hostile
18bddab Completed psi related commendations
6ec0cd4 Allow alien kills to be tracked
5270143 Fix debug commendation settings
c51c304 Avoid duplicate entries for battle unit kills
6d61321 Correctly display psi attacks in diary mission state
acdb3f3 Added psi related commendations
71cf90a Track psi attacks using kill code
8918d5a Remove duplicated string
37ced61 Track a unit's number of successful psi attacks (no awards yet)
47f9c60 Added Globetrotter award
d8307b2 All dead soldiers displayed in Lost in Service screen
4a5c9e7 Fixed copy paste error
a84ed7b Actually award post mortem medal
bec93d3 Best-of award is only for dead soldiers
7ab8250 Restructure best-of commendation logic
8eb0bf2 Added Martyr Medal
229c534 Moved best-of medal logic out of needless loop
0bab390 Merge pull request #13 from fudgedragon/Shoes01_SoldierDiaries
d75fdaf Merge branch 'master' into SoldierDiaries
6b7b392 Adjusted vcxproj.filters file for consistency and deleted duplicated (and misplaced) sprite
c61856e Merge branch 'master' of github.com:SupSuper/OpenXcom
6c7e01e Rookies don't get best-of awards
0a688d7 Nike and Mercy Crosses only awarded on a mission success
b9a9487 Added sprite
b18de0a Fix lingering visual studio errors/warnings related to merge issues in project files.
be120e3 Merge branch 'master' into Shoes01_SoldierDiaries
ffa89d8 2x faster
3dd97e9 Merge pull request #11 from jgatkinsn/fixcmake
ff1c7c4 Merge pull request #10 from IvanDogovich/AR-ID-Working
c6e23b2 Merge branch 'master' into alpha_release
309b237 Merge branch 'master' of github.com:SupSuper/OpenXcom
45ed984 fix src/CMakeLists.txt to include SoldierDiary code
889fb57 TFTD support
3fdb8e7 blink the health bar when unit has fatal wounds
dfa86bf All new bordered Ufopedia Art
e75ac86 Fixed Medal names
6f9b730 Ok. couple more corrections. XD
296573f One last little niggling punctuation.
fa070ef Final batch of art , activation and Ufopedia strings punctuation cleanup
104372a More art and activations
bc820cd Activating more art
ba1ba5d Ufopedia art - flank and battletypes
5f6b085 MIA UFOpedia String
e492b5a Activating UFOPedia Art
06cc96b New Ufopedia Art - five images
cf7c4cb Clean up double entry on bestsoldier
75a2c29 Assigned Sprite numbers
8e2687d Added Ribbons
e7b80ec more ufopedia strings
e2ec941 Added 4 ufopedia strings
068b9e8 Update Commendations.rul
94a3501 Merge branch 'master' into alpha_release
939cd5a Merge branch 'master' of github.com:SupSuper/OpenXcom
cac12e5 Fixed misaligned text box
9bb05b8 Minor fix
1ec2460 Minor fix
53fd7ee Updating Ruleset
e3aa7db Adding some art assets
241c8bb Renaming Merit Star Ribbon
91b1371 Added infrastructure for martyr commendations
c93eb16 Black Cross is no longer awarded to dead soldiers
fc97cf0 Added MIA commendation
65239c7 Added Lost In Service state
445fdcc Added post humous commeendations for excellent soldiers
0e58cc3 Made fire kill credit smrter
12586b8 Attempted to better track kills by fire
6383f89 Added bravery medal
506efeb Added two medikit related commendations
dc91cf7 Added a stat gain commendation
87377cc Added a commendation for the original 8
b5207c9 Minor edits to Ivan's PR
8987552 Mercy Cross UFOpedia Image and fixed ruleset for
650a905 RuleSet Corrections & Mercy Cross Ribbon
7c739cd Added Mercy Cross UFOPedia text
81cd2b3 Added placeholders to ruleset
2395df0 added placeholders
f3da7c5 Updated ribbons for Sapper and Sectopod
a325280 Merge Sapper and Sectopod Medals
1b598b8 Merge pull request #1 from Shoes01/alpha_release
8b5d5a8 Added a bunch of new commendations, still no art
ccf5942 Added two new commendations
5cea986 Minor fix
ae8897e Made body part and side part of the custom commendation system
fd383d9 Added a healing commendation
b9b82a8 Added flank shot commendation
d8337d5 Fixed the name of a function
5baa9c2 Added rear shot commendation
e41cfc9 Award headshots only on kills
bd871c6 Track body parts shot and side of unit shot
1ca048a Added Mercy Cross
e89285e Fix Nike Cross counting stuns as kills
956510c Merge branch 'master' into ar-yankes
bf17710 Merge branch 'master' of github.com:SupSuper/OpenXcom
f6fc315 Merge of "Commendations" ruleset with UFOPedia
9e16baf UFOPedia Medals
f0b8455 Create deleteme
cec2874 Delete test
388a38a test
17b7485 Delete CommendationsUFOPedia
dc391c3 Create CommendationsUFOPedia
212a572 Scalers: unsued internal functions?
f2c8155 Improv kills are no longer checked for damage type or battle type
eeeec93 Fixed multi criteria awards, thus fixing some erroneous awards
e5c7bcd Made victim race/rank more mod friendly
c50a98d Skipped commendations are properly skipped
472906f Fixed Nike Cross and possibly Valiant Crux by requiring a mission victory before awarding
e283ea5 Merge branch 'master' of github.com:SupSuper/OpenXcom
a873e59 Three translations added
9ddb13f Merge branch 'master' into ar-exp
3396c47 Merge branch 'master' of github.com:SupSuper/OpenXcom
5e4bc5f fixed weapon should be always placed in hand slots
893d44f Fix Iron Man medal
2796383 Merge branch 'master' into alpha_release
2e233a6 Merge branch 'master' of github.com:SupSuper/OpenXcom
32edd21 Fixed Nike Cross medal
186fefb Added sprites for new commendations
5df08d9 Merge branch 'master' into alpha_release
9c70f2b Merge branch 'master' of github.com:SupSuper/OpenXcom
1bf974d Added Nike Cross and Terran Cross commendations
db80e61 Added debug shortcut to clear all commendations
5ae90c4 Merge branch 'master' into alpha_release
80c3daf Merge branch 'master' of github.com:SupSuper/OpenXcom
9a9e4d6 Fixed faulty modular medals
955ed46 Minor diary cleanup
...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on June 26, 2016, 02:34:45 pm
Continuation (too many characters)

Code: [Select]
...
e72edd3 Tweaked commendation award criteria
6755c8a Added support for defining damage type and battle type for a commendation
1269a5e Fixed Swiftness medal, added Prowler medal as a response to the fix
e40036a Merge branch 'master' into alpha_release
7239290 Merge branch 'master' of github.com:SupSuper/OpenXcom
b130e09 Preparations to merge into master branch
b598f1f Updated naming convention
ee5b84e Updated code to reflect new changes from PR#872
40b5357 Merge branch 'master' into temp
9f02d57 Merge branch 'master' of github.com:SupSuper/OpenXcom
313e970 Merge branch 'master' of github.com:SupSuper/OpenXcom
7998150 Merge branch 'master' into alpha_release
d7b7ba7 Merge branch 'master' of github.com:SupSuper/OpenXcom
f9d6ea5 Location statistic of base defense mission now save correctly
03b465c Merge branch 'master' into alpha_release
abfb287 Merge branch 'master' of github.com:SupSuper/OpenXcom
072216b Merge branch 'master' into alpha_release
2a273e7 Merge branch 'master' of github.com:SupSuper/OpenXcom
01d0ad0 Fixed crash with new battle
061d6a6 Merge branch 'master' into alpha_release
9a1e5dd Merge branch 'master' of github.com:SupSuper/OpenXcom
7efcb01 Moved iterator in commendation logic
572bdb4 Merge branch 'master' into alpha_release
c270c99 Merge branch 'master' of github.com:SupSuper/OpenXcom
763c04c Fixed sprite scrolling issues
49fc091 Added commendation sprites
3da3032 Sprites do not scroll, but they do update...
065ba63 Merge branch 'master' into alpha_release
c25ae92 Merge branch 'master' of github.com:SupSuper/OpenXcom
c40af8e Medals can now have fewer than 10 award levels, but still an arbitrary decoration sprite
65f9eae Fixed sprite decoration issue
0e538be Improved sprites black color
38d4c4a Added new sprites
d35a4a3 Merge branch 'ar-medal' of github.com:Shoes01/OpenXcom into ar-medal
c362c2c Reduce the amount saved for commendations
b8ca426 Added Order of the Fallen commendation
bf39417 Added Valiant Crux commendation
da367b9 Fixed Iron Man commendation
b5ab009 Added Order of Glory commendation
0cb6918 Added Purple Heart and Crimson Heart medals
f6c948c Added reaction fire medal
58fb4f0 New commendations screen
d7ef10a Merge branch 'alpha_release' of github.com:Shoes01/OpenXcom into alpha_release
6bd00b3 Merge branch 'master' into alpha_release
743e4f9 Merge branch 'master' of github.com:SupSuper/OpenXcom
e21fb21 Merge branch 'ar-comm' into alpha_release
0ebda5c Fixed list order for memorial stats screen
e48bc95 Redid the commendation state soldier listing of new commendations
74e4b10 Merge pull request #5 from fudgedragon/soldierStatsFixes
220e346 Make diary mission list maintain position after viewing a mission log
5af5863 Fix crash when selecting mission in records after scrolling down list for soldiers with more than 15 missions
52b246e Merge branch 'master' into alpha_release
e5a5f39 Merge branch 'master' into alpha_release
f5b41ed Merge branch 'master' of github.com:SupSuper/OpenXcom
55eda84 Fixed memorial lists
f7e301c Updated scroll function name
7e0cd89 Merge branch 'master' into alpha_release
5e31b32 CRLF stuff again
7a93718 CRLF stuff
3d5b85d Merge branch 'master' of github.com:SupSuper/OpenXcom
78a90a3 Update string
2c337e6 Tweaked commendations a bit
fa7e343 Cyberdisc killers are now credited with the death explosion kills
0a8d798 Delete kills for non xcom units too
54cad70 Future proofing and commendations can skip levels now
4ea34f0 Medals can skip awards now
685b75c WIP
b0a77f3 Merge branch 'AR_purge' into alpha_release
2fcdae7 Merge branch 'master' into alpha_release
400debc Merge branch 'master' of github.com:SupSuper/OpenXcom
c26aeca Now possible to skip decoration levels
ffbde15 Missions now track which soldier was wounded via id
675ca93 Merge branch 'master' of github.com:SupSuper/OpenXcom
0a9740e WIP
2c53c75 Cleaning up code
aecbd28 Merge branch 'master' into alpha_release
edac8bb Merge branch 'master' of github.com:SupSuper/OpenXcom
9e3a607 Can now view dead soldier stats
8459b19 Balanced ruleset a bit
2c4ca89 Tidying stuff up
8feae2e Merge branch 'master' of github.com:SupSuper/OpenXcom
a019c17 Added new sprites
0642c96 bug hunting
323ee81 Added new files
b6911e8 Updated diary mission info stuff
bd8e748 Reduced redundant code
8822343 WIP commendation refactor
89823f3 Merge branch 'alpha_release' into mergetest
bd19f37 Merge branch 'master' into alpha_release
57ea114 WIP serialization
ef09aad Porting stuff to BattleUnit
7b447cc Created struct of mission statistics, added to SavedGame
b4c0280 More content, and it compiles
9c7be79 Shooting stats WIP
919bf7c Fixed save
fdc32b9 Merge branch 'AR_newcontent' of github.com:Shoes01/OpenXcom into AR_newcontent
d85fe55 Weird thing
a360331 Fixed per turn kills
2e8efd4 Cleaned up code and commendations
d17b66f Kills per criteria defined by career, mission and turn
c976f95 Commendations on kills per mission can be awarded
c30e9c2 General kill criteria with multi kill maps
447a24e WIP converting SoldierDiary killCriteria to map instead of vector
7859152 Changed killCriterai ruleset and it's h/cpp to map instead of vector
62b118d Merge branch 'master' into alpha_release
f0745e8 Merge branch 'master' of github.com:SupSuper/OpenXcom
fa8c9cf Diary totals now save ...
2344ecc Added Order of Earth medal
4de1b77 Added Iron Man commendation
c2799ba Added Star of Valor
304e3ea Black Cross medal added
5eaf7c2 Added strings and rules for new medals
47af110 Added a hit counter as well
cb9d213 Moved the tracker out of the AI
b2e8bed Star of Asclepius medal
228163b Added double and triple kill prototypes
cb9ed28 AND and OR kill rules
47f1763 Fixed typo in commendation
ba6ed4e Fixed save crash, track turn for kills
409f0ba Tweaked strings
e8a3082 Merge branch 'master' into alpha_release
4f1bfae Hope this works'
fec0062 Merge branch 'master' of github.com:SupSuper/OpenXcom
065178c Merged correctly
8a46951 Merge branch 'master' into alpha_release
80b4c31 Merge branch 'master' of github.com:SupSuper/OpenXcom
853ec24 Added new commendation
7dae2df New commendation and comments in ruleset
1ccd303 More control over commendations
89cebaa Fixed some crashes
b1737c9 Moved enums from BattleUnit to SoldierDiary
5e29b72 WIP
9fa7f48 Fixed other things
5e151f2 More data in SoldierDiaryKills, get functions are strings
96fa47e Added logic for kills by criteria
e83e567 Added new Hellraiser medal
8a481b5 Moved the mission kills into the Statistics struct
37f2f2e Removed unused function
8ca573c Finalized new medal
0974b12 Moved tempKills to BattleUnit instead of Soldier
da233a2 Refactor updateDiary()
fd5a357 WIP
a9ffb4a Moved temp stats to BattleUnit
48520b7 WIP
cc61539 New struct for stats, with save and load functions
195754a Merge branch 'master' into alpha_release
50c1679 Merge branch 'master' of github.com:SupSuper/OpenXcom
46f52ea Merge branch 'master' into alpha_release
d88e194 Merge branch 'master' of github.com:SupSuper/OpenXcom
ec03933 Cleanup rank and race stat logic
eb6d3d7 Minor cleanup
fca40a4 Missing strings
f5cc4af Modified strings per ceilingrat's suggestions
a1ead28 Removed unused files
4bfa322 Fixed Save button
c4a98c0 fix failure text box.
71bf953 fix for rare music/base defense bug
d35099a deobfuscate and fix landed ufo behaviour
fdee1b3 fix waypoint logic, further refactor/code cleanup
41bfb66 refactor and code cleanup and bugfix in UFO waypoint selection
f21e038 Split ruleset
16e7bee Merge branch 'master' of github.com:SupSuper/OpenXcom
4376cba Making proper rulesets
f0c1966 Merge branch 'master' into alpha_release
5345583 Merge branch 'master' of github.com:SupSuper/OpenXcom
95e7b10 Merge branch 'master' into alpha_release
fc4413f Merge branch 'master' of github.com:SupSuper/OpenXcom
0dab3e8 Properly fetch stats
138a0a9 Fix diary info window and lists
b9bfbda Fixed a crash when having the highest decoration of a medal
04bd278 Merge branch 'master' of github.com:SupSuper/OpenXcom
63855c4 UFOs now properly display names in the mission log
ae1390b Sprites now scroll with commendation textlist
17b6194 Added fix for HWP in victim race/rank check
8055dc1 Merge branch 'master' into alpha_release
12a345d Merge branch 'master' of github.com:SupSuper/OpenXcom
ffa6b8f Moved sprites
cecdf95 Refactord sprite drawing code into one function
7f6aaf7 Things scroll, but not the sprites
aae8f46 WIP sprites no longer in bigobs
a65b286 WIP
7ffafa3 Name change
0db4d61 Added sprites
1063dd7 Sprite work
65f7113 work with medals
107dc23 Merge branch 'master' of github.com:SupSuper/OpenXcom
3a820f7 Added sprites
709950b Added sprite support
a4b8b65 latest changes
4f8de77 wip
690959f wip
462ef67 MOdular medals
0c4cdde modular medals refactor
a20f4e1 WIP
78d574c Logic problems
479a2e1 Getting empty vectors
eee2043 another fix
09af0c4 missed a spot
232ceae added medals that are only awarded monthly
2287b25 Added more criteria for medals in ruleset
e2ed68f More stats are tracked
3f65c61 Minor tweak
6ce46c2 Created an updateDiary() function
a07fb14 Seems to be working..
8b2e869 WIP
5f5b2d9 Medal descriptions work
7f4e28e Things appear to be working for the most part
e2123b4 Added missing header
6bc6ea4 WIP empty criteria
9ecdbf5 Pointers?\!
69ea8ae Fixed awardCommendations
4e7c6ce WIP stuff
906cbcb Added another medal, testing the waters
38229e9 Added commendation state and first medal
1800099 Updated mod to new code
5dbebbe Fixed a CTD related to mind controlled soldiers
f7d5fcd Fixed indentations and prevented a possible mind control CTD
1787bad Mission UFOs no longer get attributed to terror missions
9de2ba8 Logging stuns now correctly checks to see if a loggable unit did the stunning
b9c5d82 Tracking wounds
2668781 More stats
5850e06 Mission totals and kill totals can be flipped through
05a7057 Split the diary totals into kills and missions
0b0a7ee Soldiers now have diaries
e6ed7ee Merge branch 'master' of github.com:SupSuper/OpenXcom
bbbfd3e Merge branch 'master' of github.com:SupSuper/OpenXcom
7073d10 Merge branch 'master' of github.com:SupSuper/OpenXcom
a73fac6 My project filters

I have 1 week holidays soon... maybe I'll be able to merge...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on June 26, 2016, 03:04:13 pm
There were only less than 2 months of OXC dev merged in 3.0, so there's not many changes.
Worth mentioning are only three:

1. SupSuper: merged SoldierDiaries
2. Warboy: modularize unit stat adjustment, using TFTD formula: https://github.com/SupSuper/OpenXcom/commit/5c317ce82dcfdd06d487b9991f56d9b3013e8f99
3. Warboy: make damage range a mod instead of an option: https://github.com/SupSuper/OpenXcom/commit/e98da3a56079a4a450e50fca835e2f8d21ce4a49

SoldierDiaries was developed bit more time than 2 months and I merge 500 of 800 commit that difference between OXCE and OXC. This mean that time between merge points are not accurate to measure how much changes goes in (numbers of commits could be screwed too based how many changes go in per commit).
I guess that I pull half of changes from basic version.

Some info about point 3. I was thinking about dropping it completely because I already have same functionality in OXCE. But it would break default compatibility.
Because of that I made that only when weapon have default damage range it will use global values added by Warboy, exception of this is fire damage range that always get it from global range.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on June 26, 2016, 03:17:15 pm
SoldierDiaries was developed bit more time than 2 months and I merge 500 of 800 commit that difference between OXCE and OXC. This mean that time between merge points are not accurate to measure how much changes goes in (numbers of commits could be screwed too based how many changes go in per commit).
I guess that I pull half of changes from basic version.

I didn't want to make this sound "small"... I'm sure you went through hell merging all this... just wanted to say that functionality-wise, there are only 3 features a modder can notice, player will notice even less.
In this release, it is definitely your new features that deserve the most attention, not the vanilla stuff.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on June 26, 2016, 03:21:35 pm
So in short:
- Diaries are in to some extent;
- Diff level impact is now customizable;
- If you want to make modded weapons use TFTD damage rules with a button switch, well, TOUGH LUCK (I like it) :)
- and naturally, all the new Yankes' stuff... that without a tutorial is probably impossible to even comprehend (which again is GOOD, as long as Yankes writes some tutorials, or someone deciphers it by himself) :)

cool. Now all we have to do is wait... Good thing I don't have that much time for modding this summer, so I can wait more patiently :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on June 26, 2016, 03:39:49 pm
I didn't want to make this sound "small"... I'm sure you went through hell merging all this... just wanted to say that functionality-wise, there are only 3 features a modder can notice, player will notice even less.
In this release, it is definitely your new features that deserve the most attention, not the vanilla stuff.
Right this is another way how measure changes. And each give different answer :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: DracoGriffin on June 27, 2016, 06:41:17 am
So in short:
- Diaries are in to some extent;

Now if only I could remember where I uploaded or sent that Pirate version of the Soldier Diaries/Commendations I did oh so long ago. It can now be used!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on June 27, 2016, 02:18:06 pm
No worries Draco, I have it :) I've archived that when you posted it first :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 03, 2016, 10:59:09 am
New version is up.

v2016-07-03
  + Added in-game TechTreeViewer

Download: https://drive.google.com/open?id=0B8itkFQbhj-YdWtCNklZR3B1TU0

More info and screenshots: https://openxcom.org/forum/index.php/topic,4697.msg66743.html#msg66743

Translations:
Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_TECH_TREE_VIEWER: "TECH TREE VIEWER"
      STR_TOPIC: "Topic>{ALT} {0}"
      STR_SELECT_TOPIC: "Select Topic"
      STR_M_FLAG: " [m]"
      STR_ITEM_REQUIRED: "Item required:"
      STR_REQUIRES: "Requires:"
      STR_DEPENDS_ON: "Depends on:"
      STR_UNLOCKED_BY: "Unlocked by:"
      STR_GET_FOR_FREE_FROM: "Get for free from:"
      STR_REQUIRED_BY: "Required by:"
      STR_LEADS_TO: "Leads to:"
      STR_UNLOCKS: "Unlocks:"
      STR_GIVES_ONE_FOR_FREE: "Gives one for free:"
      STR_RESEARCH_REQUIRED: "Research required:"
      STR_FACILITIES_REQUIRED: "Facilities required:"
      STR_MATERIALS_REQUIRED: "Materials required:"
      STR_ITEMS_PRODUCED: "Items produced:"
      STR_AVAILABLE_TOPICS: "AVAILABLE TOPICS"
      STR_QS_THREE_LETTERS_A: "Please enter at least 3 letters"
      STR_QS_THREE_LETTERS_B: "into the Quick Search box..."
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 03, 2016, 01:17:33 pm
Not sure if like... or rather, not like at all as an in-game thing. Should be at least blocked by an option, so the players won't think it's a core, suggested game feature (it gives knowledge the player has no in-game way of obtaining, robs the player of discovery, also makes all the work I invested in spreading vague hints into an idiot's job).
Otoh it will help a bit with debugging :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 03, 2016, 01:46:41 pm
How many times have you tried middle-clicking on any of those tables?  ;)

A player who didn't read this thread, will never find it :)
Keeping it out of user options even increases the chance that an average player won't even know it exists. I can add the option tho, if there's interest for it.

PS: I agree that it takes away the discovery part... however with the same breath I have to add, that it is not humanly possible to discover 60% (or probably even more) of the piratez tech tree... you just have NO CHANCE of discovering the pre-requisites for any non-trivial topic... let's say Advanced Chemistry... you would have to play dozens of times to discover maybe 2 or 3 from the pre-requisites (out of total of 7 or 8 I think), optimistically speaking.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 03, 2016, 03:17:17 pm
It is possible with enough time and/or replays... that was the intention. It will also be easier as alternate paths to crucial techs will be added in the future.
Although it'd make a poor game for a blind let's play, so I see how this feature is important to you ;) (and like I said, useful for debugging as well!)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on July 03, 2016, 05:29:53 pm
I love how this viewer has made it so much easier to see how many more get one frees are available through topics!!  Its amazing!  Thank you, thank you, Thank YOU!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: legionof1 on July 04, 2016, 03:40:20 am
I would leave it unmentioned at least until such a time as the tech tree is "done". After that i would(if possible) integrate into debug mode. Most folk don't know/realize how many options there are without specific guidance.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 05, 2016, 09:48:20 am
Now if only I could remember where I uploaded or sent that Pirate version of the Soldier Diaries/Commendations I did oh so long ago. It can now be used!

Here: https://openxcom.org/forum/index.php/topic,3626.msg56043.html#msg56043
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 05, 2016, 06:00:31 pm
Congrats on the new version! But I have some reservations about the right/middle MB regarding Ufopaedia - isn't it a bit messy? Can you please explain why not MMB everywhere?

After some inspiration, I decided to change it to middle mouse button in the next version... to keep it consistent.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 05, 2016, 06:58:01 pm
Speaking of consistency... how about the mechanic change we once discussed? Replace the shift-move 'cheat' with a general mechanics that always disables stopping on contacts when running? This would definitely make for more funny deaths due to unexpected enemies, and force scouts to proceed carefully, which is more realistic than scouting-by-running...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 05, 2016, 07:36:10 pm
Speaking of consistency... how about the mechanic change we once discussed? Replace the shift-move 'cheat' with a general mechanics that always disables stopping on contacts when running? This would definitely make for more funny deaths due to unexpected enemies, and force scouts to proceed carefully, which is more realistic than scouting-by-running...

So the result would be:
1/ no modifier - walk, stop on contact
2/ shift - walk, don't stop on contact
3/ ctrl - run, don't stop on contact
4/ shift+ctrl - run, don't stop on contact, i.e. same as option 3/

If so, I like it, and can change it for the next version.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on July 05, 2016, 08:14:01 pm
So the result would be:
1/ no modifier - walk, stop on contact
2/ shift - walk, don't stop on contact
3/ ctrl - run, don't stop on contact
4/ shift+ctrl - run, don't stop on contact, i.e. same as option 3/

If so, I like it, and can change it for the next version.

I like it too!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on July 06, 2016, 01:26:07 am
Just took out the 3.0 .exe for a test drive.  :)

I got the bad colors at the end of missions awards screen (from commendations mod) as well as all the Soldier Stats screens.

What am I doing wrong?

(https://i.imgur.com/MVcvmRi.png)(https://i.imgur.com/qMaZJD7.png)

Also, looks like we are missing a bunch of the soldier stats language strings.

Edit:  Found them in the Common Language folder from the nightly:
Code: [Select]
  STR_DIARY: "DIARY"
  STR_KILLED: "KILLED"
  STR_STUNNED: "STUNNED"
  STR_PANICKED: "PANICKED"
  STR_MINDCONTROLLED: "CONTROLLED"
  STR_REGION_UNKNOWN: "Undisclosed"
  STR_WEAPON_UNKNOWN: "Improvisation"
  STR_UNKNOWN: "Unknown"
  STR_VICTORY: "Victory"
  STR_DEFEAT: "Defeat"
  STR_NO_RECORD: "No record"
  STR_HUMAN: "Human"
  STR_FRIENDLY: "Friendly"
  STR_HOSTILE: "Hostile"
  STR_NEUTRAL: "Neutral"
  STR_RATING_UC: "RATING"
  STR_LOCATION: "LOCATION> {ALT}{0}"
  STR_DAYLIGHT_TYPE: "TIME> {ALT}{0}"
  STR_RACE_TYPE: "RACE> {ALT}{0}"
  STR_DAY: "Day"
  STR_NIGHT: "Night"
  STR_DAYS_WOUNDED: "DAYS WOUNDED> {ALT}{0}"
  STR_COMBAT: "COMBAT"
  STR_PERFORMANCE: "PERFORMANCE"
  STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALIZATIONS BY RACE"
  STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALIZATIONS BY RANK"
  STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALIZATIONS BY WEAPON"
  STR_MISSIONS_BY_LOCATION: "MISSIONS BY LOCATION"
  STR_MISSIONS_BY_TYPE: "MISSIONS BY TYPE"
  STR_MISSIONS_BY_UFO: "MISSIONS BY UFO"
  STR_SCORE_VALUE: "SCORE> {ALT}{0}"
  STR_WINS: "WINS> {ALT}{0}"
  STR_STUNS: "STUNS> {ALT}{0}"
  STR_PANICKS: "PANICKS> {ALT}{0}"
  STR_MINDCONTROLS: "CONTROLS> {ALT}{0}"
  STR_AWARDS: "AWARDS"
  STR_COMMENDATIONS_UC: "COMMENDATIONS"
  STR_COMMENDATIONS: "Commendations"
  STR_MEDALS: "MEDALS"
  STR_LOST_IN_SERVICE: "LOST IN SERVICE"
  STR_MEDAL_NAME: "Medal Name"
  STR_MEDAL_AWARD_LEVEL: "Award Level"
  STR_MEDAL_DECOR_LEVEL: "Decoration Level"
  STR_AWARD_0: "First award"
  STR_AWARD_1: "Second award"
  STR_AWARD_2: "Third award"
  STR_AWARD_3: "Fourth award"
  STR_AWARD_4: "Fifth award"
  STR_AWARD_5: "Sixth award"
  STR_AWARD_6: "Seventh award"
  STR_AWARD_7: "Eighth award"
  STR_AWARD_8: "Ninth award"
  STR_AWARD_9: "Tenth award"
  STR_AWARD_DECOR_0: "None"
  STR_AWARD_DECOR_1: "First bronze pin"
  STR_AWARD_DECOR_2: "Second bronze pin"
  STR_AWARD_DECOR_3: "Third bronze pin"
  STR_AWARD_DECOR_4: "First silver pin"
  STR_AWARD_DECOR_5: "Second silver pin"
  STR_AWARD_DECOR_6: "Third silver pin"
  STR_AWARD_DECOR_7: "First gold pin"
  STR_AWARD_DECOR_8: "Second gold pin"
  STR_AWARD_DECOR_9: "Third gold pin"
  STR_KILLED_IN_ACTION: "KILLED IN ACTION"
  STR_MISSING_IN_ACTION: "MISSING IN ACTION"
  STR_MISSIONS: "MISSIONS"
  STR_AVERAGE_MONTHLY_RATING: "Average monthly rating"
  STR_TOTAL_INCOME: "Total income"
  STR_TOTAL_EXPENDITURE: "Total expenditure"
  STR_MISSIONS_WON: "Missions accomplished"
  STR_MISSIONS_LOST: "Missions failed"
  STR_NIGHT_MISSIONS: "Night missions"
  STR_BEST_RATING: "Best mission rating"
  STR_WORST_RATING: "Worst mission rating"
  STR_ALIEN_KILLS: "Aliens killed"
  STR_ALIEN_CAPTURES: "Aliens captured"
  STR_FRIENDLY_KILLS: "Friendly fire incidents"
  STR_AVERAGE_ACCURACY: "Average accuracy"
  STR_WEAPON_MOST_KILLS: "Most effective weapon"
  STR_ALIEN_MOST_KILLS: "Deadliest alien"
  STR_LONGEST_SERVICE: "Longest months in service"
  STR_TOTAL_DAYS_WOUNDED: "Sick days"
  STR_COUNTRIES_LOST: "Countries infiltrated"
  STR_TOTAL_TERROR_SITES: "Terror attacks"
  STR_TOTAL_BASES: "Bases built"
  STR_TOTAL_CRAFT: "Craft owned"
  STR_TOTAL_SCIENTISTS: "Scientists hired"
  STR_TOTAL_ENGINEERS: "Engineers hired"
  STR_TOTAL_RESEARCH: "Research completed"
  STR_DIARY_ACCURACY: "ACCURACY> {ALT}{0}%"
  STR_STATISTICS: "Statistics"

Edit 2:  I have added a .rul file for the Diaries strings (in proper Piratez parlance ( ie Brainers for Scientists, etc)) at this post in the PirateZ Commendations thread:  https://openxcom.org/forum/index.php?topic=4734.msg66876#msg66876  .  I'd imagine that Dioxine will pull these into the main Piratez.lang file at some point.  Maybe on his next update.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on July 06, 2016, 02:25:32 am
I suspect lack of proper "interfaces"->"elements".
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 06, 2016, 09:11:38 am
Just took out the 3.0 .exe for a test drive.  :)
I got the bad colors at the end of missions awards screen (from commendations mod) as well as all the Soldier Stats screens.
Also, looks like we are missing a bunch of the soldier stats language strings.

What am I doing wrong?

When upgrading to 3.0 for the first time, you need to upgrade the ruleset and resources too, not just the EXE.

The full archive (2016-07-05-OpenXcomExPlus30-full.zip) is also in the first post... download it and replace the whole "common" and "standard" subfolders with the content from this archive.

... or wait for new PirateZ version, which will do it for you.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 06, 2016, 02:08:43 pm
So the result would be:
1/ no modifier - walk, stop on contact
2/ shift - walk, don't stop on contact
3/ ctrl - run, don't stop on contact
4/ shift+ctrl - run, don't stop on contact, i.e. same as option 3/

If so, I like it, and can change it for the next version.

Yeah, so we can get rid of #4 altogether (and resulting keybinding troubles).

I'll try to do a new release over the weekend. Theme will be magical girls (read: new fun weapons) so Meridian won't get bored by his Plasma Rifles ;) Ofc the focus is on bugfixes mainly.

Also pls, try to find any critical bugs in 3.0 before I make that release, guys :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on July 06, 2016, 03:52:15 pm
When upgrading to 3.0 for the first time, you need to upgrade the ruleset and resources too, not just the EXE.

The full archive (2016-07-05-OpenXcomExPlus30-full.zip) is also in the first post... download it and replace the whole "common" and "standard" subfolders with the content from this archive.

Thanks! I must have missed those instructions somewhere.  I'll try it the recommended way!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 06, 2016, 05:32:12 pm
Thanks! I must have missed those instructions somewhere.  I'll try it the recommended way!

Besides that, I got the same error right now too... so there are probably still some glitches to expect... I remember SupSuper and Shoes were fixing that several times... let's wait until we're in synch with master.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 06, 2016, 07:53:38 pm
I'll try to do a new release over the weekend. Theme will be magical girls (read: new fun weapons) so Meridian won't get bored by his Plasma Rifles ;) Ofc the focus is on bugfixes mainly.

Also pls, try to find any critical bugs in 3.0 before I make that release, guys :)

I played about 2 hours in total (I know, not much), but I couldn't find any more criticals.

New version is out, changelog:
v2016-07-06
  + Ufopedia.org about a medal in a soldier's diary can now be accessed directly (just click on a medal name)
  + Ufopedia.org about weapon in hand is now accessible via middle-click, same as in the inventory (not right-click)
  + Soldiers ignore enemies when running (i.e. they don't stop on mutual surprise), when walking this can also be activated by holding SHIFT

Download in the first post. EXE only this time... so don't forget the data files from full package when creating a new release :)

PS: I will be mostly offline from Thursday to Monday.

EDIT: the ignoring of spotted enemies doesn't work very well on 3.0 :( I tested it only on 2.9... I will have a look, see if I can find a quick fix today
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 06, 2016, 08:14:16 pm
Download in the first post. EXE only this time... so don't forget the data files from full package when creating a new release :)

Hehe, sure... got burned by this a few times :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: karadoc on July 07, 2016, 05:59:58 am
So the result would be:
1/ no modifier - walk, stop on contact
2/ shift - walk, don't stop on contact
3/ ctrl - run, don't stop on contact
4/ shift+ctrl - run, don't stop on contact, i.e. same as option 3/

If so, I like it, and can change it for the next version.
I'm not certain it's a good idea to make running always ignore enemies. It probably will make people walk more when scouting; but it might also cause players to do a lot of micro-managed two-step runs (or even 1-step runs with right-click cancelling). The change wouldn't prevent people from scouting with run, it would just make it tedious and annoying to scout with run. And so if scouting with run is something the player really wants to do, then the change will have had a negative effect on the game.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 07, 2016, 09:48:38 am
Nothing can save players from excessive micromanaging, and Piratez is sure a micromanager's hell in general (still easy-peasy compared to, say, Aurora). I didn't want the 'ignore enemies' option in the first place, but once it's in, let's make it a part of the game, instead of being a 'cheat'... It sure makes the game less annoying, especially if you charge a lot. It does remove the unpredictability of a charge, that's the loss I'm willing to accept.
Also using 2-tile-run won't save you if you fail the reactions check anyway. It will cause some hilarious deaths though, and will hammer the message in, that can later save your own life (don't run when there's snipers around) ;)
Idk, maybe it's a wrong idea, nothing's perfect... If there's a general disapproval, I might change my mind.

PS.
There's a little bug that bothers me, and the post in the other thread (about the Fireball launcher) reminded me of it. It is possible to exceed the max range of a weapon by force-firing in a certain way, since the projectile isn't removed at max range; the engine only disallows you targetting outside of the max range. Would it be possible for the engine to remove the projectile, say, 1 tile past the max range (that 1 extra tile is for sanity reasons...)?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: karadoc on July 07, 2016, 11:44:43 am
Fair enough about the running stuff. I don't have a strong opinion about it; but I do think there will be people out there who won't like the change. I guess feel and flavour must sometimes be preferenced over convenience.
PS.
There's a little bug that bothers me, and the post in the other thread (about the Fireball launcher) reminded me of it. It is possible to exceed the max range of a weapon by force-firing in a certain way, since the projectile isn't removed at max range; the engine only disallows you targetting outside of the max range. Would it be possible for the engine to remove the projectile, say, 1 tile past the max range (that 1 extra tile is for sanity reasons...)?
I haven't looked into this specifically, but I do remember seeing that projectiles already have maximum flying distances. So I'm sure what you are asking for could be done without a lot of trouble. At a guess, the only complication might be a mismatch between how targeting distance is measured and how actual flight distance is measured. (For example, is maximum targeting range measured in 2D, or 3D?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on July 07, 2016, 01:41:03 pm
One way to fix shooting outside today is made that damage it will do be close to zero:
Code: [Select]
  powerRangeThreshold: 10
  powerRangeReduction: 40 #after 10 tiles each another tile will reduce power by 40


Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on July 07, 2016, 02:49:06 pm
One way to fix shooting outside today is made that damage it will do be close to zero:
Code: [Select]
  powerRangeThreshold: 10
  powerRangeReduction: 40 #after 10 tiles each another tile will reduce power by 40

Does it modify the damage smoothly tile by tile, or in 10 tile intervals?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on July 07, 2016, 03:22:52 pm
threshold mean how far need bullet fly to start applying reduction.
From tile 1 to 10 damage is without changes.
in tile 11 damage is reduced by 40
in tile 12 damage is reduced by 80
etc.

btw distance is listed in tiles but calculation is done in vexels. If you shoot diagonal or hit "fat" object reduction could be e.g. 23 because bullet do not fly full tile distance.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on July 07, 2016, 03:31:47 pm
threshold mean how far need bullet fly to start applying reduction.
From tile 1 to 10 damage is without changes.
in tile 11 damage is reduced by 40
in tile 12 damage is reduced by 80
etc.

btw distance is listed in tiles but calculation is done in vexels. If you shoot diagonal or hit "fat" object reduction could be e.g. 23 because bullet do not fly full tile distance.

Right, thanks for the clarification.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on July 07, 2016, 06:00:39 pm
Besides that, I got the same error right now too... so there are probably still some glitches to expect... I remember SupSuper and Shoes were fixing that several times... let's wait until we're in synch with master.

Just chiming in here to confirm that with the latest .exe, I got weird colors on the post mission briefing screen, but the Diaries pages were fine.  And yeah, I saw the bug fix mentions by SupSuper in the Commendations thread too, but I don't know what PR fixed them.  I can look if you like, or we can see if Yankes 3.1 when you pull it in fixes it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on July 07, 2016, 06:14:04 pm
3.1 will be on the same version of nightly. Right now bug is only in post mission briefing? If its bug in code I could try find commit that fix it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 07, 2016, 07:04:30 pm
About that power reduction with range... what happens if the power drops into negatives?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: legionof1 on July 07, 2016, 07:21:02 pm
Can you increase power with distance? Being able to manipulate dmg like this opens up some cool weapons modeling.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on July 07, 2016, 07:33:29 pm
About that power reduction with range... what happens if the power drops into negatives?
Nothing special. Before any calculations power is test if its greater than zero. Simply if test not pass it will do nothing.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on July 07, 2016, 08:51:56 pm
3.1 will be on the same version of nightly. Right now bug is only in post mission briefing? If its bug in code I could try find commit that fix it.

I looked through the Stats Tracking Thread to see where SupSuper said it was fixed.  His post is from Dec 3, 2015 says he'll look into it. https://openxcom.org/forum/index.php/topic,1718.msg55481.html#msg55481 .

He didn't chime back into that thread anywhere afterward to say it was fixed or not.  I tried browsing his commits in the month of December but couldn't find anything that looked like it fixed that issue.

My best guess is that it may be something in the \standard\xcom1\Interfaces.rul file that doesn't set a palette correctly.

Edit:
Look at this commit:  https://github.com/SupSuper/OpenXcom/commit/4a6b67655dbdfa4228d388e4d867d3b20bbaac8d
this may have something to do with it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: R1dO on July 08, 2016, 12:07:22 am
Edit:
Look at this commit:  https://github.com/SupSuper/OpenXcom/commit/4a6b67655dbdfa4228d388e4d867d3b20bbaac8d
this may have something to do with it.

If it happens randomly you could be right. The main reason for that commit (at least the ruleset part) was that "elements" was defined twice for the "-type: commendations" causing the garbled screen error at random occasions.
It happens randomly since yaml isn't forced (if that is even possible) to read those nodes in a specific order.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on July 08, 2016, 12:26:25 am
Yeah, I removed the second "elements" definition, and it worked like a charm through two mission debriefs.

\standard\xcom1\Interfaces.rul 

: Remove line 531

Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 08, 2016, 12:43:24 pm
New version is up... upgraded to OXCE 3.1... download in the first post... including new data files.

PS: the bug with running is fixed too
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on July 08, 2016, 01:06:44 pm
New version is up... upgraded to OXCE 3.1... download in the first post... including new data files.

PS: the bug with running is fixed too

Great!
Maybe I'll finally get back to modding this weekend. Thanks for the incentive.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: karadoc on July 08, 2016, 02:19:58 pm
I see that you haven't yet included my parabolic collisions fix. Is there some reason not to?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on July 08, 2016, 02:32:42 pm
This fix should go to master branch first. This isn't critical bug that need be included directly to Extended or Extended+.
After that in next big merge it will be included to Extended.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: karadoc on July 08, 2016, 03:02:32 pm
Understood.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Searmay on July 09, 2016, 03:02:20 pm
I can't get the latest version to build.

First, cmake fails because it can't find src/Mod/ModScript.cpp - which makes sense, because it's not on github (https://github.com/MeridianOXC/OpenXcom/blob/oxce3.0-plus-proto/src/Mod/ModScript.cpp). So I removed the reference from src/CMakeLists.txt (line 507) and tried again. It builds for a while, but chokes at the end. I get 134k of errors starting with:

Code: [Select]
CMakeFiles/openxcom.dir/Mod/Armor.cpp.o: In function `OpenXcom::Armor::load(YAML::Node const&, OpenXcom::ModScript const&)':

Given that other people can build it I have to guess I'm doing something wrong with cmake. The commands I used were:

Code: [Select]
git clone https://github.com/MeridianOXC/OpenXcom.git -b oxce3.0-plus-proto
mkdir OpenXcom/build
cd OpenXcom/build
sed -i "/ModScript.cpp/d" ../src/CMakeLists.txt
cmake -DCMAKE_BUILD_TYPE=Release ..
make -j9  && mv bin/openxcom ~/bin/openxcom-new

For the record: I'm using Arch and the Ubuntu binary doesn't work for me. Also the 2.9 branch works fine.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on July 09, 2016, 03:14:08 pm
`ModScript.cpp` is bug, only `ModScript.h` exists.
And for another bug, could you post more? This line don't say any thing useful, only that something happens in that function.
What error exactly is there?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Searmay on July 09, 2016, 04:03:49 pm
Okay, this should be the stderr from make.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on July 09, 2016, 04:20:29 pm
To fix it you need add `Engine/Script.cpp` to cmake.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Searmay on July 09, 2016, 06:03:16 pm
The bad news: it still failed. The good news: extrapolating and adding more files did. I added the following to src/CMakeLists.txt
Code: [Select]
Battlescape/ItemSprite.cpp
Battlescape.ItemSprite.h
Geoscape/AllocateTrainingState.cpp
Geoscape/AllocateTrainingState.h
Geoscape/TrainingState.cpp
Geoscape/TrainingState.h

Thanks for your help.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on July 09, 2016, 06:39:35 pm
Sh***, my bad, I do not include all needed files to it :/ I thought that cmake is more up to date.
I will fix it in next version.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 14, 2016, 08:03:29 pm
New version is up.

v2016-07-14
  + Fixed merge issue (various issues with the Inventory UI)
  + Ufopedia.org about a medal can be also directly accessed from Debriefing (Medals UI and Lost In Service UI)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 17, 2016, 01:20:32 am
New version is up.

v2016-07-16
  + Fixed CTD (reported in bugs thread, Cacodemon could not render)
  + Fixed issues with overkill
  + Fixed issue with building custom base

Download: https://drive.google.com/open?id=0B8itkFQbhj-Ya1NyclM5UHliY0U
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: alinare on July 17, 2016, 02:48:14 pm
Hello:
When I run the latest version of exe (OpenxcomExPlus32.exe, I get this error.
Any idea?

Thanks in advance.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on July 17, 2016, 03:28:00 pm
Any idea?
We could have idea if you say when it exactly happened.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: alinare on July 17, 2016, 03:43:34 pm

Hi, sorry for not giving more details. Basically, I run the exe, the game seems to start, but a drop to desktop occurs, displaying the message I put into the picture. It may be due to some of the mods, I have installed, but that none of them had bugs in version 2.9. All other versions, the 3.0, the 3.1, have also given me the same problem. Other times, it happens during the game, to change the month, or in combat, barely two shifts, or when shooting at an enemy, and kill him. CTD also occurs during customizadas battles. In addition, the exe, remains as frozen, showing an error message saying that stopped working.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 17, 2016, 04:02:57 pm
Have you updated the OXCOM rulesets along with the .exe?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 17, 2016, 08:54:40 pm
Have you updated the OXCOM rulesets along with the .exe?

There was no change from 3.1 to 3.2... take the data from 3.1

EDIT: Oh, I guess that wasn't a question for me :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Roxis231 on July 18, 2016, 01:48:36 am
Upgraded to 3.2 last night - but ran into a small problem.

When I looked at the comendations/missions section of the Gal's stats - there were things like STR_LOC_ACADEMY_OUTPOST_COLD, STR_LOC_CHURCH_OUTPOS_JUNGLE and STR_TERROR_MISSION_NO_PENALTY in the list.

After snooping throught the rule files, I came up with a little patch that gives actual names like "Artic Academy Outpost", "Jungle Temple Raid" and "POGROM" rarther than undefined string names.

I put this together in less than 5min so if you can think of better names please post them.

I've included the code for those who want it.

extraStrings:
  - type: en-US
    strings:
      STR_LOC_ACADEMY_OUTPOST_COLD: "Artic Academy Outpost"
      STR_LOC_ACADEMY_OUTPOST_DESERT: "Desert Academy Outpost"
      STR_LOC_ACADEMY_OUTPOST_JUNGLE: "Jungle Academy Outpost"
      STR_LOC_ACADEMY_OUTPOST_TEMPARATE: "Academy Outpost"
      STR_LOC_CHURCH_OUTPOST_COLD: "Icy Temple Raid"
      STR_LOC_CHURCH_OUTPOST_DESERT: "Desert Temple Raid"
      STR_LOC_CHURCH_OUTPOST_JUNGLE: "Jungle Temple Raid"
      STR_LOC_CHURCH_OUTPOST_TEMPERATE: "Temple Raid"
      STR_LOC_GUILD_OUTPOST_COLD: "Icy Warehouse"
      STR_LOC_GUILD_OUTPOST_DESERT: "Isolated Warehouse"
      STR_LOC_GUILD_OUTPOST_JUNGLE: "Jungle Warehouse"
      STR_LOC_GUILD_OUTPOST_TEMPERATE: "Guild Warehouse"
      STR_TERROR_MISSION_NO_PENALTY: "POGROM"
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 18, 2016, 02:49:04 am
Already fixed, but it might help someone who doesn't want to wait for my release :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 20, 2016, 08:16:07 pm
A plea to fix an age-old deficiency...
Could the Pedia read accuracyMelee and melee TU Cost from Battletype: 3 items (melee weapon) and display them, like it displays accuracies and and TU costs for ranged weapons? It would save a lot of writing for modders and a lot of reading small letters for the players... :)

@Dioxine: I have on my todo list the same for medikits and psiamps... probably came from you, but I can't find it anymore...

1/ can you check the medikits in attachment, if it's OK like that?
2/ do you want it for psiamps too? if yes, do you have also some psiamp-like weapon that has also "Use" besides "Panic" and "Mindcontrol"?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 20, 2016, 10:38:31 pm
Hmm this takes too many space... and yes, I do have Psi amps with 'use'. Maybe it should list all TU costs in the upper window? With this, descriptions won't fit...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 20, 2016, 10:40:58 pm
Hmm this takes too many space... and yes, I do have Psi amps with 'use'. Maybe it should list all TU costs in the upper window? With this, descriptions won't fit...

Ehm, moving TU cost will not help, unless I am missing something. It will still be three rows max and descriptions begin only after the table.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 21, 2016, 11:25:35 am
New version is up.

v2016-07-20
  + Upgraded to OXCE 3.2
  + Added fix for missing bows under certain angles, more info here: https://openxcom.org/forum/index.php/topic,4726.msg66754.html#msg66754
  + Can't sell prisoners in the Debriefing/Loot/Sell window anymore... only later from the Prison
  + CTRL+cancel in "UFO Detected" window will put this UFO on ignore list (=will not be re-detected again, resp. will not pop up again)
  + CTRL+sort in "Equip Crew" and "Soldiers" windows will only show the stat in a dynamic column, without actually sorting the soldiers
  + Physical training stat caps and training speed now moddable, more info: https://openxcom.org/forum/index.php/topic,4581.msg67433.html#msg67433
  + Improved quick search in Inventory (by Stian), now it looks into categories and ammo too, more info: https://openxcom.org/forum/index.php/topic,4520.msg67432.html#msg67432

Please help testing the bows... so that we can ask DEVs to fix it in master too.

Download: https://drive.google.com/open?id=0B8itkFQbhj-YODZtOFJTVExXMzQ
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on July 21, 2016, 03:40:18 pm
  + Can't sell prisoners in the Debriefing/Loot/Sell window anymore... only later from the Prison

^^
Any chance you can make this an option that could be turned on or off?  Its added back a small bit of micro: enter the base screen, enter the prison, deal with prisoners, that I've been quite happily skipping for quite a while now.  It really shines once you have exhausted prisoner research.  It made chasing down and soloing civilian ships with plate armor, just that bit less onerous. :) "Sell everything, done"
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Starving Poet on July 21, 2016, 03:45:59 pm
Within the lore of the game, you could ransom them for less in the debrief (50% ransom value?):  "Give me everything you have on you, and I'll let you go; otherwise you're coming home with us."
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 21, 2016, 03:50:29 pm
The reason I did this was that when your prison is constantly full (like mine is), you will always get that warning "Not enough free capacity in the prison"... even if you already sold them in the Sell window just a second ago.

The check if the message should come or not is done before the selling... and it is not trivial to move it (although it may look like the easiest of things).

I don't like the idea of having this as option... I will try to think harder how can I allow selling and get rid of that stupid message at the same time... hopefully with next version it will be back, because your use case does make perfect sense.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on July 21, 2016, 04:05:34 pm
Yeah, I agree that it's annoying if you are being asked for selling something that was already sold... But then again, it's up to you as a player to deal with this. Prisons are cheap, so it's not terribly hard to have two at least. But if it's about UI, then the player can hardly do something about it.
Still, I agree with you Meridian that being asked about someone you no longer have is pretty bad. Actually I think it deserves to be called a bug, and not really acceptable. So... well, it would be great if you could do something about it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 21, 2016, 04:14:19 pm
Well, from my point of view, removing the prisoners from the sell window isn't a good idea - sometimes I sell them from this window, sometimes I'd rather wait for the 'prison is full' message, sometimes I enter the prison and sell them manually. This 'upgrade' removes one of these three options, which is bad. The best would be disabling the 'prison is full' window if you sell enough hostages (stuff is moved to temp 'storage' -> loot sell window -> only then check base capacities). But if it's not possible, I'd rather have stingy players who constantly run at near-100% prison capacity annoyed, than the rest of us bereft of an useful option. Moreover, it makes tracking prison overcrowding much harder to keep, as instead of naturally selling off needless captives immediately, you have to enter the prison manually and check all the stuff by yourself (I'm talking as a player who always aims to have at least 6-7 free space in prison). So players who try to keep prisons half-empty are effectively penalized for their foresight and planning.
Besides, removing prisoners from the initial sell list is very misleading IMO - the player might get confused whom, if any, did he catch.

PS
My designing aim has always been to make building additional prisons a viable option (unlike the OG, where the alien containment you were starting with was enough for the whole game). Annoyed by the constant lack of prison space, build one or two more.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 21, 2016, 04:20:05 pm
Yeah, I agree that it's annoying if you are being asked for selling something that was already sold... But then again, it's up to you as a player to deal with this. Prisons are cheap, so it's not terribly hard to have two at least. But if it's about UI, then the player can hardly do something about it.
Still, I agree with you Meridian that being asked about someone you no longer have is pretty bad. Actually I think it deserves to be called a bug, and not really acceptable. So... well, it would be great if you could do something about it.

Prisons are cheap, but building space is very limited.
I really have no more space in my main base to afford another prison.
Two hangars, 3 barracks, one scientific building each + 5 extra study rooms, radar, prison and two big stores.
Unless I resort to slavery -- and I swear by Cthulhu I never will -- I have no more options.


Well, from my point of view, removing the prisoners from the sell window isn't a good idea - sometimes I sell them from this window, sometimes I'd rather wait for the 'prison is full' message, sometimes I enter the prison and sell them manually. This 'upgrade' removes one of these three options, which is bad. The best would be disabling the 'prison is full' window if you sell enough hostages (stuff is moved to temp 'storage' -> loot sell window -> only then check base capacities). But if it's not possible, I'd rather have stingy players who constantly run at near-100% prison capacity annoyed, than the rest of us bereft of an useful option. Moreover, it makes tracking prison overcrowding much harder to keep, as instead of naturally selling off needless captives immediately, you have to enter the prison manually and check all the stuff by yourself (I'm talking as a player who always aims to have at least 6-7 free space in prison). So players who try to keep prisons half-empty are effectively penalized for their foresight and planning.
Besides, removing prisoners from the initial sell list is very misleading IMO - the player might get confused whom, if any, did he catch.

Yes, I will fix it somehow.
Btw. you can still see who has been captured in the Loot window.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 21, 2016, 04:24:44 pm
Prisons are cheap, but building space is very limited.
I really have no more space in my main base to afford another prison.
Two hangars, 3 barracks, one scientific building each + 5 extra study rooms, radar, prison and two big stores.
Unless I resort to slavery -- and I swear by Cthulhu I never will -- I have no more options.

You can move a lot of your manufacturing and  scientific capacity to other bases, and keep a tighter hoarding policy. Slavery is an easy way out for hoarders, but not the only way out. You WILL face choices in 'what to build'. Or, even more 'radical' solution, make an interception/loot base with nothing but crew quarters, hangars and stores.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on July 21, 2016, 05:14:17 pm
You can move a lot of your manufacturing and  scientific capacity to other bases, and keep a tighter hoarding policy. Slavery is an easy way out for hoarders, but not the only way out. You WILL face choices in 'what to build'. Or, even more 'radical' solution, make an interception/loot base with nothing but crew quarters, hangars and stores.

Yeah, I find this is the most effective way to campaign in Piratez too.  I do employ slavery, (love the option, actually), but understand that it is perfectly viable to avoid this. The key problem is that one single base is never really enough to effectively "do it all."

Your starter base is your HQ, and should be. Your best research facility is here, you can intercept from here, and can build up some manufacturing capability here.

My next bases are planned with global coverage in mind, and the first is placed to allow the airbus some more visibility in its limited range, before the Pachyderm allows me to place according to global activity as visible in the charts. 

I tend to make that first base my recon base as well, building out hangars for Pigeons & Zepps for better coverage.  I also build a second prison (for holding interesting captives I want to research/break later), and enough stores to hold my good back load of loot.  I'll say this here too:  I never use the large facilities (stores or barracks).  The future single tile versions are far more efficient, and I'll just upgrade my normal vaults to armored vaults, and regular barracks to luxury barracks when the opportunity presents itself.

After my Stores/Recon base, I start working on building my first Manufacturing base.  This gets more workshops and barracks as I have resources, and is mainly for financial support.  Works on X-Grog, then Lingerie until I can get a Mint up, then counterfeiting becomes a full time operation here.  It has the capacity to grind through ore hauls and loads of apples for faster cash if the materials are available, and also provides greater manufacturing that the HQ (which basically processes loot and makes battlefield equipment like weapons, ammo and armor) to do some special runs of equipment production.  This is also a good place to build craft (so it needs a hangar too).

About the same time I get a grog line up in the Manufacturing base, I start my Lab base.  This can start with just a library and a single brainer.  I put in a prison or two and it becomes my main interrogation base.  There is some micro to move prisoners from the intercept base, but that base has higher brainer capacity and can work on figuring out all the stuff we've captured.  I build this base up as resources allow, with Study Rooms being a key tech to allow me to start plopping down facilities for 2 brainers at a time.  I like early combinations of 4 brainers assigned to research projects as it feels pretty efficient.  Later techs become more demanding and I assign 10 or more at time for more difficult techs.  Eventually this base can outstrip the HQ in research capacity (as in my current campaign, 1.3 years in, I have 20 in my Lab base, and 17 at the HQ).

I've also taken to dedicating a base to crew training as Meridian has done in his series.  This is a great second intercept base for keeping the Pachyderm around once you get the Bonny up, if you so desire.  I feel like 20-40 hands here is a good reserve, and start building out this capacity when Dojos and Voodoo schools start becoming available.  I'll rotate wounded troops out to here when they have long recovery times, and otherwise use this to screen Voodoo, and train rookies into Vets.

All of this is solid infrastructure for the mid-game, but for the end-game, One more base needs to be set up: The Industrial Base designed to handle construction of the Conqueror.  This is will become a huge cash cow when Defense Contracting becomes a thing, and we'll just churn out Battle Tanks and fuel cells while waiting to get all the keys necessary. 

Because of the huge Plastasteel and Hellerium requirements of some of these end game items, converting one or two of the last recon bases into huge storage networks has a certain amount of appeal.  I've not played the endgame, so I don't know how often these might be lost in Crackdowns, and how crippling their losses might be.  The cost-benefit of multiple shrouds becomes an interesting question in these instances.

Edit: Blarg.  Just realized I was thinking I was writing this in the main PirateZ thread.  It kinda feels off topic here. Sorry bout that.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 21, 2016, 05:39:34 pm
You can easily defend storage bases with an outfit of 25 hands and a host of tanks/auxiliaries (you need a lot of troops to contain enemies on all 3 main levels), provided you have the guns, the patience and 1 space for barracks :) 2 Shrouds are easier to manage but not 100% proof (although crackdown interceptions plus 2-3 good defensive buildings allow to achieve near-100% safety).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: legionof1 on July 21, 2016, 07:10:38 pm
Base loses are sorta inevitable on bases that can't prevent the landing with defense fire. There are a few spawns of stargods ,ie all true stargods, that are impossible to stop because of invisible+ multiple floors. On the other hand past a certain point everything is expendable so long as you are willing to pay the time.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: alinare on July 24, 2016, 12:53:42 pm
Hello:
A few days ago, I raised a question, because my mods, did not work with version 3.2 exe Meridian. Whether it is solved. It was my fault, of the silliest, ;D when trying to start the exe, no more. I turned off all the mods, and I returned to turn them one by one, -are near nine hundred- and it works. Thank you very much, everyone, for your patience.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Surrealistik on July 25, 2016, 02:15:04 am
Mininukes do wonders on base defense; every base should have them, + a defensive trap room partitioning the hangars and access lift.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 27, 2016, 06:48:38 pm
I would appreciate some help with debugging... Here's a link to my latest (unofficial) build:
https://www.mediafire.com/download/50ej5hnkqk3u55i/OpenXcom_XPiratez_0_99A.rar
There are 2 saves in there. Both crash upon ending the mission. I suspect there is something wrong with my Commendations. I can provide additional details if needed, but ATM I'm at loss.

BTW. where to get OXCom debugging tools from?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on July 27, 2016, 07:44:21 pm
I would appreciate some help with debugging... Here's a link to my latest (unofficial) build:
https://www.mediafire.com/download/50ej5hnkqk3u55i/OpenXcom_XPiratez_0_99A.rar
There are 2 saves in there. Both crash upon ending the mission. I suspect there is something wrong with my Commendations. I can provide additional details if needed, but ATM I'm at loss.

BTW. where to get OXCom debugging tools from?

Which version of Commendations are you running?  I don't see it in the /mods/ folder in the archive.

Edit: Also, please don't issue the old version of Alternate Corpses with the archive when you distribute it. :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on July 27, 2016, 07:45:21 pm
Which version of Commendations are you running?  I don't see it in the /mods/ folder in the archive.

It's integrated with the main mod.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on July 27, 2016, 07:51:35 pm
>,<

Yeah, thats gonna make the trouble shooting a pita.

I've probably got more experience troubleshooting commendations rulesets than anyone but Shoes.  I'll try digging these out.
... and probably stop the work I was going to do to creating more graphics.  (btw, the new 'pedia screens are great!)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 27, 2016, 08:07:06 pm
Edit: Also, please don't issue the old version of Alternate Corpses with the archive when you distribute it. :)

It's an unofficial build, I will upgrade just prior to shipping an official one to have the latest alt corpses possible :)
Also, commendations are in 2 parts: declarations and pedia in piratez.rul, and the criteria in piratez_planet.rul. The selection is maybe slim atm, but I wanted to test a minimum build first.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on July 27, 2016, 08:09:49 pm
Slim is better!!

I've answered your edit in the commendations thread, and will start digging through your criteria to look for things beyond Original 8 bug.

(Edit: Original8 was the bug)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 28, 2016, 08:17:35 pm
@Meridian: since the physical training doesn't work if a soldier is wounded (afaik), how about a function which automatically takes any wounded soldiers off training after a mission ends? I see no need to agonize on it manually.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 29, 2016, 10:34:44 am
I would appreciate some help with debugging... Here's a link to my latest (unofficial) build:
https://www.mediafire.com/download/50ej5hnkqk3u55i/OpenXcom_XPiratez_0_99A.rar
There are 2 saves in there. Both crash upon ending the mission. I suspect there is something wrong with my Commendations. I can provide additional details if needed, but ATM I'm at loss.

Problem is with the original 8 award... endless loop (award is getting endless decorations)... I didn't try to fix it, it's quite convoluted code; maybe worth reporting to Shoes.

BTW. where to get OXCom debugging tools from?

Visual Studio 2015 Community edition: https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx
GIT: https://git-scm.com/download/win

Howto: https://www.ufopaedia.org/index.php/Compiling_with_Microsoft_Visual_C%2B%2B_(OpenXcom)
2015 addition: https://openxcom.org/forum/index.php/topic,3937.msg56803.html#msg56803

@Meridian: since the physical training doesn't work if a soldier is wounded (afaik), how about a function which automatically takes any wounded soldiers off training after a mission ends? I see no need to agonize on it manually.

I don't have a problem with that, I have enough training space :)
I can do this, but only as a user option (default off)... for me it would be very inconvenient, because I would have to remember to manually put them back on training after they recover... which is much harder to track.

But if you (or anyone else) have some more ideas how to optimize the process (other than increasing the dojo capacity), I will gladly implement it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on July 29, 2016, 05:34:50 pm
Training facilities automation ideas.

I don't really mind the idea of setting up a training base.  It works well, and is not too difficult.  The semi-regular maintenance of the training roster is not a massive chore either.  About once a month, I rebalance the training assignments, bringing up gals who have less than others.  The trait I use as a lazy Guiderule is TUs, as I want everyone to have 100 eventually.

Train the Rookies.  - The routine would find the least experienced soldiers and focus on leveling them up. Maybe the routine runs at end of month with the other maintenance there (or maybe at every Geoscape auto save which is every ten days for me).  At "evaluation time" it would check soldier training again, maybe using a total of all training points and start from the bottom and fill up the training roster again.  Maybe this should be the default option.
Train a Cadre. - In this instance, you would want to train a group of gals up to the highest level. I'm not sure on how to single say, 20 gals out of 40 for this treatment.  Maybe train cadre opens another UI that allows you to "select" which gals are part of the cadre, similar to the one used to assign them to a vessel, or even the armor assignment list.  Otherwise this would be similar to train the rookies.  If you had 20 gals assign to the cadre but only 10 training space, it would level out the progress by ensuring that the least trained ones would always be catching up to their peers.  A simple approach would be to only select enough cadre for your current training capacity.
Sick Leave.  The routine would identify a wounded soldier and check to see if they were in training.  If so, it would assign them to "sick leave" ( add a marker in the save game) and then select a different soldier from the pool according to the setting (rookie/cadre/etc) and assign them to training.  Once the convalescence period is over, at the next evaluation period it would release the substitute student and put the recovered soldier back in.

I suppose that with Smart Training facilities like this (Maybe they are an upgrade?) you could forgo the "Training Base" and just include a facility or two in your operational bases, but that may vary with play style.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on July 29, 2016, 06:35:45 pm
Thanks for everything, my commendations are working now.

I don't have a problem with that, I have enough training space :)
I can do this, but only as a user option (default off)... for me it would be very inconvenient, because I would have to remember to manually put them back on training after they recover... which is much harder to track.

Haha, I knew you'd say that. Usually you have no such luxury as Dojos being added when you're already swimming in cash :) But sure, it should be an option, since you'd want it on early game, but off later, when you don't care about wasted time.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 29, 2016, 09:30:21 pm
New version is up.

v2016-07-29
 + Fixed "not enough space in alien containment" message
 + Fixed endless loop when destroying base defense hangars (by SupSuper)
 + Option to show all or only awarded commendations in ufopedia (by default only awarded)
 + Added salaries and maintenance for "Items", more info here: https://openxcom.org/forum/index.php/topic,4774.0.html

As bonus there is a "Piratez Employment" mod:
- many low-level traders, mutants and humans can now be turned into employees, which give +10 storage space, but cost $5'000 per month
- prerequisites: Slavery, Academy, Trader's Guild, The Church, Human Citizens, Raiders
- download: https://openxcom.org/forum/index.php/topic,4774.0.html

Download: https://drive.google.com/open?id=0B8itkFQbhj-YUjZ4TE9IX2JQaVE
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on July 31, 2016, 07:47:11 pm
New version is up.

v2016-07-31
  + Added manufacture dependency viewer
  + Added Ctrl+A shortcut in geoscape debug mode to reset all soldiers' diaries

Download is first post.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on August 02, 2016, 12:35:57 am
Meridian, I have a problem with my X-Com Files mod: if I add battleType: 9 (like the Psi-Amp) to the alien deployment, it is ignored by the game and doesn't appear.
Is there a legitimate reason for this? If no, can it be changed? (I have an item that is a variant of the Psi-Amp and I need some enemies to carry it, even if they can't use it.)

PS. I can't see the search bar. STR_SHOW_QUICK_SEARCH is enabled. What am I doing wrong?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on August 02, 2016, 12:56:32 pm
Try pressing Q? It toggles the search bar on and off.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on August 02, 2016, 01:37:19 pm
Try pressing Q? It toggles the search bar on and off.

Since when? :o
But thanks...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 02, 2016, 02:09:00 pm
Since when? :o
But thanks...

Since the beginning.

If STR_SHOW_QUICK_SEARCH = true, then the search box is by default shown, otherwise by default hidden.
In both cases, pressing Q will toggle it.

Meridian, I have a problem with my X-Com Files mod: if I add battleType: 9 (like the Psi-Amp) to the alien deployment, it is ignored by the game and doesn't appear.
Is there a legitimate reason for this? If no, can it be changed? (I have an item that is a variant of the Psi-Amp and I need some enemies to carry it, even if they can't use it.)

I am not around my PC these days, I'll have a look today in the evening (maybe), or on Thursday.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on August 02, 2016, 03:00:10 pm
Since the beginning.

Oh, okay. :)
I never needed to know this, since I prefer to just leave it on.

If STR_SHOW_QUICK_SEARCH = true, then the search box is by default shown, otherwise by default hidden.

Yeah, that's the thing... The window stays hidden regardless of setting.

I am not around my PC these days, I'll have a look today in the evening (maybe), or on Thursday.

Much appreciated!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on August 03, 2016, 08:05:35 pm
Meridian, since you already worked on the training stuff, would there be a possibility to make the training cap relative to the soldier's starting stats?

I'm thinking of this especially for Psi training. I usually use it, since I hate sorting through piles of soldiers and firing the ones with low psi and/or low reactions. Training facilities help that, but then, especially with Psi on long campaigns like Piratez, you end up with everyone at the cap, which isn't really proper either.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on August 03, 2016, 08:44:33 pm
a possibility to make the training cap relative to the soldier's starting stats?

While this notion is interesting modding-wise, I won't ever make it a part of an official build. Soldiers Marked With Suck (except with Psi Power, because it's magic) have no place here.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on August 03, 2016, 09:27:51 pm
Yes, I am particularly interested in it for psi, as I mentioned. Either you just go through a mindless sorting step (and frustrating firing of half your early crew) or you train and with the time allowed, end up with everyone at maxed voodoo..

I guess setting a training cap for psi strength lower than the max stat would do the trick, actually.. I'll have to look if that's possible with psi training. Then I can set that to.. 45? Recover my psi weaklings after a few months training and get rid of screening..
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on August 03, 2016, 09:42:34 pm
Oh, so you mean playing with psi strength training on? Idk, I don't particularly like that setting and never use it, since I feel  the variety is lost that way (I don't sack the old crew, I might only move them to secondary posts - also, the original 6 pirates are guaranteed to have at least 40 Psi Str now). But yeah, the ability to set training cap on psi str would be consistent with the rest.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on August 03, 2016, 10:12:45 pm
Yes, as I said, I like that option and enabled it in this playthrough as I do usually in normal XCom. Since in vanilla you can start stupid low, it goes all the way to 100 and a campaign is generally less than a year, I've never had balance issues with it. My psi-weak soldiers never really catch up with the good ones, at the very least not to the point where they become worthy psi-users themselves.

In Piratez, I've had voodoo schools for more than a year, so the training has added up, to the point where my weakest psi-soldiers are now at the cap like everyone else. I don't encounter psi enemies much (just got my 2nd esper so I can break one in late 2602, haven't seen a provost yet) and can't use it much (no witch outfit :/) so I never noticed, then yesterday when sorting troops to take on the academy pogrom, I realized this had gotten all screwy. Gotta edit my save to bring the psi power training down a notch.

Thinking back, a relative cap isn't necessary, although it could be interesting (defined as a %? like str: 1.5 means you can add 50% to your starting strength, then rest you need to train in the field for). But for psi, the ability to define a cap is all that's really "needed" for me. Something like 40 str, 10 skill, and the rest needs to be trained in the field. This gives a further reason to have wands and odd voodoo outfits, which I have overlooked until now.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Surrealistik on August 04, 2016, 01:58:51 am
Wands are actually quite good since the recent buff; ranged high probability/guaranteed hit stun, armour ignoring bleed inducing damage (disabled and captured a heavily armoured Guildmaster in this way) and fire spam are all solid (I've only had experience with the first tier).

Would like to see more of them though (say healing, smoke generation, breaching, explosive, maybe even short range teleportation? wands) , and apparently they're coming.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on August 04, 2016, 03:20:31 am
Teleportation is interesting, but no code support for it atm.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 04, 2016, 12:24:12 pm
Meridian, I have a problem with my X-Com Files mod: if I add battleType: 9 (like the Psi-Amp) to the alien deployment, it is ignored by the game and doesn't appear.
Is there a legitimate reason for this? If no, can it be changed? (I have an item that is a variant of the Psi-Amp and I need some enemies to carry it, even if they can't use it.)

If I read the code correctly, hostiles can carry battleType=9 items only in their hands (and if both are already full, it's just ignored):
 https://github.com/MeridianOXC/OpenXcom/blob/oxce3.0-plus-proto/src/Savegame/SavedBattleGame.cpp#L1300

This behavior was added by Yankes on December 6th 2014:
 https://github.com/Yankes/OpenXcom/commit/2df6b7cc454583444d058c465634785a246e7683

Maybe ask him why?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on August 04, 2016, 12:54:46 pm
Many thanks. I've asked Yankes.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 07, 2016, 09:11:52 pm
New version is up.

v2016-08-07
  + Added possibility to manufacture scientists, engineers and soldiers
  + Workaround for Commendations CTD (not a fix, just skipping part which would crash)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YNEZ6S1ZCeFI0RTA


Added attributes "spawnedPersonType" and "spawnedPersonName" for manufacture projects.
Cannot use auto-sell button for such projects.
Each project reserves 1 living space.

Examples:

Code: [Select]
    spawnedPersonType: STR_ENGINEER # puts 1 engineer in the base directly, no transfer time
    spawnedPersonName: STR_OPTIONAL # optional

    spawnedPersonType: STR_SCIENTIST # puts 1 scientist in the base directly, no transfer time
    spawnedPersonName: STR_OPTIONAL # optional

    spawnedPersonType: STR_SOLDIER_S # creates a transfer (same as with buying), soldier (of the given type) will arrive after some time
    spawnedPersonName: STR_TEST_NAME # optional, e.g. John McClane

Translations:

Code: [Select]
      STR_PERSON_JOINING: "Person Joining"
      STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Not enough living space to accomodate{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}"

      STR_TEST_NAME: "John McClane" # example of custom name for soldier manufacturing
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on August 07, 2016, 09:44:31 pm
Me gusta.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on August 07, 2016, 09:53:46 pm
Cyborgs?! :o  ;D ;D hey, hope that would not make game too easy, since they're not likely to earn a salary? ;)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on August 07, 2016, 11:56:01 pm
Cyborgs?! :o  ;D ;D hey, hope that would not make game too easy, since they're not likely to earn a salary? ;)

Dude, that was racist.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: alinare on August 08, 2016, 01:22:20 am

Hello:
I created one for my mod. He has a cannon, and hits punches.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on August 08, 2016, 01:30:27 am
Pure gritty beauty. Is he from Chaos Engine?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: alinare on August 08, 2016, 01:32:22 am
You are right. I forgot to mention. :-*
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 09, 2016, 10:45:08 am
New version is up.

v2016-08-08
  + Added active camouflage and anti-camouflage, more info: https://openxcom.org/forum/index.php/topic,4822.0.html

Download: https://drive.google.com/open?id=0B8itkFQbhj-YSEdOOWJScjlmdkE

EDIT: I found a rather serious bug in there... will upload a new version in 1 hour.
EDIT2: Uploaded a fixed version.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 11, 2016, 03:12:31 pm
New version is up.

v2016-08-11
  + Allowed camouflage on ALL units (i.e. friendly and neutral too)
  + Fixed/support for turretType for builtInWeapons
  + Global equipment layouts, more info: https://openxcom.org/forum/index.php/topic,4747.msg69139.html#msg69139

Download: https://drive.google.com/open?id=0B8itkFQbhj-YanoxNzFwT0FrbDQ
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Surrealistik on August 11, 2016, 09:58:09 pm
Do I need to do anything else besides run the latest version through the provided executable in order to get the mod features?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 11, 2016, 10:03:49 pm
Do I need to do anything else besides run the latest version through the provided executable in order to get the mod features?

Just replace your current EXE with this new EXE.

Breaking changes are introduced only when we increase the version number (i.e. from 2.9 to 3.0). If the version number stays (you can check that in the first post), it's safe to update.

PS: You might want to add missing translations, which I usually provide in dedicated posts, if you don't want to wait for Dioxine to do it for you.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on August 12, 2016, 03:14:11 pm
Question: If I have 2 training facilities, each one with a different training efficiency (one, say, 0.8, another one, 0.4), what is the real training efficiency of my soldiers?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 12, 2016, 03:28:56 pm
Question: If I have 2 training facilities, each one with a different training efficiency (one, say, 0.8, another one, 0.4), what is the real training efficiency of my soldiers?

If you're referring to "customTrainingFactor"... that's a global parameter (there's only 1).
I am not aware of any parameter on the facility itself.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on August 12, 2016, 06:28:52 pm
Ah, thanks. I thought it was facility-specific.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 13, 2016, 03:47:16 pm
New version is up.

v2016-08-13
  + Added support for max number of facilities (of given type) per base, more info: https://openxcom.org/forum/index.php/topic,4830.msg69302.html#msg69302
  + Added support for sick bays, more info: https://openxcom.org/forum/index.php/topic,4830.msg69294.html#msg69294
  + Option to automatically remove wounded soldiers from training
  + Ability to exclude a soldier type from the promotion system, more info: https://openxcom.org/forum/index.php/topic,4830.msg69242.html#msg69242
  + Added support for randomized item lists in map block ruleset, more info: https://openxcom.org/forum/index.php/topic,4830.msg69240.html#msg69240
  + Fixed AI melee bug (by Yankes)

Recent translation strings:

Code: [Select]
      STR_PERSON_JOINING: "Person Joining"
      STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Not enough living space to accomodate{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}"
      STR_EMPTY_SLOT_N: "Empty slot {0}"
      STR_UNNAMED_SLOT_N: "Unnamed slot {0}"
      STR_LOAD_EQUIPMENT_TEMPLATE: "LOAD EQUIPMENT TEMPLATE"
      STR_SAVE_EQUIPMENT_TEMPLATE: "SAVE EQUIPMENT TEMPLATE"
      STR_SAVE_UC: "SAVE"
      STR_RANK_NONE: "-"
      STR_NO_WOUNDED: "-"
      STR_CANNOT_BUILD_MORE_OF_THIS_FACILITY_TYPE_AT_BASE: "The maximum allowed number of facilities of this type in this base has been reached!"

Download: https://drive.google.com/open?id=0B8itkFQbhj-YMEN4cV9kNGRqSVE
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on August 15, 2016, 05:53:57 pm
New version is up.

v2016-08-13
[...]

There's a tiny bug, as in screenshot. Maby replace the .exe?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 15, 2016, 06:18:04 pm
There's a tiny bug, as in screenshot. Maby replace the .exe?

Translations are NOT part of the EXE... and please note that I repeat this to you niculinux for the 3rd time now. Goldfish memory?

Either add the translation yourself, or wait for Dioxine to do it for you with next release.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on August 15, 2016, 07:42:26 pm
Translations are NOT part of the EXE... and please note that I repeat this to you niculinux for the 3rd time now. Goldfish memory?

Either add the translation yourself, or wait for Dioxine to do it for you with next release.

Ah i thought it was not translation depending...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 15, 2016, 09:38:12 pm
New version is up.

2016-08-15
  + Added Craft Pilots GUI
  + Rebalanced pilot bonuses
  + Pilot approach/disengage speed bonus (based on bravery)
  + Pilot dodge bonus (based on reactions)
  + Pilot accuracy bonus (based on firing accuracy)
  + Ability to exclude a soldier type from piloting a craft
  + Craft can now require pilots

More info:
- https://openxcom.org/forum/index.php/topic,4830.msg69353.html#msg69353
- https://openxcom.org/forum/index.php/topic,4830.msg69387.html#msg69387

Download: https://drive.google.com/open?id=0B8itkFQbhj-YSTNxVk04R194WFU

New ruleset:

Code: [Select]
crafts:
  - type: STR_VENTURA
    soldiers: 18
    pilots: 2 # requires 2 pilots to take off (pilots are taken from crew, from the bottom)
    vehicles: 2
soldiers:
  - type: STR_DOG
    allowPromotion: false
    allowPiloting: false # cannot be a pilot

New translation:

Code: [Select]
      STR_NOT_ENOUGH_PILOTS: "Not enough pilots!{NEWLINE}Minimum: {0}"
      STR_PILOTS: "PILOTS"
      STR_PILOTS_FOR_CRAFT: "Pilot(s) for {0}"
      STR_PILOTS_REQUIRED: "Pilot(s) required: {ALT}{0}"
      STR_HINT: "Hint: pilots are the last members of your crew."
      STR_ACCURACY_BONUS: "Accuracy bonus:"
      STR_DODGE_BONUS: "Dodge bonus:"
      STR_APPROACH_SPEED: "Approach speed:"
      STR_COWARDLY: "Cowardly (-50%)"
      STR_NORMAL: "Normal"
      STR_BOLD: "Bold (+50%)"
      STR_VERY_BOLD: "Very bold (+100%)"

(https://openxcom.org/forum/index.php?action=dlattach;topic=4830.0;attach=23407)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 17, 2016, 11:56:34 pm
New version is up.

2016-08-17
  + Added new type of shotgun behavior (by ohartenstein23), more info: https://openxcom.org/forum/index.php/topic,4520.msg69616.html#msg69616
  + Added ability to select pilots from crew manually

Download: https://drive.google.com/open?id=0B8itkFQbhj-YMjA5eGtyZjBjclE

(https://openxcom.org/forum/index.php?action=dlattach;topic=4830.0;attach=23454;image)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on August 18, 2016, 07:33:09 am
So Solar has his own wish list.  When I thought of something today I wondered if you had looked into it, so I thought I'd ask here.

I had a crackdown earlier, and had many defenses fire and hit the Cruiser that was assaulting.  Of course they weren't enough, so straight into the hideout defense battle.  I chose not to fight this with three gals there and reloaded to prep for it.

But what I got to thinking was, "Has Meridian taken a look at the ability to apply damages on an assaulting craft to minimize the number of assaulters?"

I remember that there have been discussions with the devs on this, and my take away was that it seemingly was too hard to do.  This may be the case, I'm not sure.

I'd like to ask how "damaged UFOs" spawn dead enemy units, and wonder if this same process could be applied to the assaulting party. 

One thought is reduce it by the same percentage of damage inflicted on it.

Anyway, thought I'd ask if you have looked at it.  Sorry if you did and I don't remember.  Feel free to tell me that its just too hard to do. :) 
Thanks for all the amazing improvements you have made for this game on top of being such an entertaining video producer and excellent player!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 18, 2016, 10:25:10 am
So Solar has his own wish list.

You've more than deserved the right for your own wishlist too btw.

When I thought of something today I wondered if you had looked into it, so I thought I'd ask here.

I had a crackdown earlier, and had many defenses fire and hit the Cruiser that was assaulting.  Of course they weren't enough, so straight into the hideout defense battle.  I chose not to fight this with three gals there and reloaded to prep for it.

But what I got to thinking was, "Has Meridian taken a look at the ability to apply damages on an assaulting craft to minimize the number of assaulters?"

No, Meridian doesn't implement features that are a disadvantage to the poor aliens... unless specifically asked for.

I remember that there have been discussions with the devs on this, and my take away was that it seemingly was too hard to do.  This may be the case, I'm not sure.

I'd like to ask how "damaged UFOs" spawn dead enemy units, and wonder if this same process could be applied to the assaulting party. 

That's pretty easy. All enemy units are first spawned alive (remember, game would crash, if you just spawned a corpse). When a UFO crashes, there is a 75% chance for each power source to explode violently. These explosions are the cause of all pre-battle deaths.

One thought is reduce it by the same percentage of damage inflicted on it.

Anyway, thought I'd ask if you have looked at it.  Sorry if you did and I don't remember.  Feel free to tell me that its just too hard to do. :) 

It's not hard to implement, actually it is pretty easy. But deep inside you too want aliens to have a fair chance :) Your troops are also not killed, even if your craft survives with just 1%.

Thanks for all the amazing improvements you have made for this game on top of being such an entertaining video producer and excellent player!

Oh you! Now I'm blushing like a 13-year old before the first kiss.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on August 18, 2016, 11:04:03 am
Yes, I fully agree with Meridian: crew losses on assault would not only depower the enemy, but would do so in a bad way. In early game you have very little AA power, so there wouldn't be much losses; on the other hand, later in the game, hideout defences would become easier, because even if you don't destroy the UFO, you reduce its crew. I don't think it's good difficulty curve.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: legionof1 on August 18, 2016, 11:14:15 am
Difficulty curvatures aside don't mess with the one the best battles in the game. Base defense is one of the few times the tactical aspect feels like more like a battle and not a multiple hour chess match with a retard. Good play is still rewarding but the AI dosen't lose 50% of its forces without contest. Also pressure is on not to fuck up so you feel each mistake more.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on August 18, 2016, 11:58:09 am
But what I got to thinking was, "Has Meridian taken a look at the ability to apply damages on an assaulting craft to minimize the number of assaulters?"

I remember that there have been discussions with the devs on this, and my take away was that it seemingly was too hard to do.  This may be the case, I'm not sure.

This wouldn't be very realistic. Either the landing craft survives the barrage and lands with little losses (accounted for by the RNG unless you play Jack Sparrow which isn't a very fair diff level), or it does crash and cannot complete the mission.
I went through major pains to make this whole affair more fun for the player, hence multiple types of attacking craft (so light defences can stop some of them), various small bonuses for building defences etc. Not saying it's a reason to stop innovation, but I don't like this particular solution. To make defences matter more, I'd rather see them capable of engaging enemy crafts mid-air, instead of serving as point-defence only.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Surrealistik on August 18, 2016, 12:09:19 pm
Difficulty curvatures aside don't mess with the one the best battles in the game. Base defense is one of the few times the tactical aspect feels like more like a battle and not a multiple hour chess match with a retard. Good play is still rewarding but the AI dosen't lose 50% of its forces without contest. Also pressure is on not to fuck up so you feel each mistake more.

Really?

Between a flame pit choke and hyperwave facing said choke (prevents them from routing through the ventilation system and gives you a door to peekaboo a rotation of snipers/bombardiers out from at the main level), plus small launchers + mininukes/fireball launchers/misc aoe weapon + landmines + smoke + any high powered sniping weapon with an accurate aimed shot, I never found it to be a real source of casualties when prepared with proper armaments.

I normally have my dudes destroy all the access lift doors in their LoF so they can shoot AoEs past that into the Hangar while behind an oppressive death curtain of mines, fire, smoke and reaction fire.

Invading the hangar when the dust has settled is probably the most dangerous thing, but as long as you don't overextend, all is well. The worst parts are when you're forced to rely on reaction fire during the approach, because even after you've laid waste and made a friend of horror and mortal terror (https://youtu.be/o6tV1yfEPTk?t=60), sometimes the RNG just doesn't work out and they conquer their fear to come at you bro.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 18, 2016, 12:25:29 pm
It's also about how you (want to) play.
Blowing everything up is a solution... but not everyone finds it enjoyable.

Reading through your post, you'd probably enjoy hellrazor's Hardmode more than Piratez... give it a try if you haven't already.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on August 18, 2016, 01:48:27 pm
  + Added ability to select pilots from crew manually

And what of my carefully prepared deployment maps? Now pilots will spawn in completely random places instead of the cockpit :(
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 18, 2016, 01:56:03 pm
And what of my carefully prepared deployment maps? Now pilots will spawn in completely random places instead of the cockpit :(

I will put my pilots on the bottom of the list  8)
The lore-haters and constant-whiners can have them in the middle.

EDIT: or I can make it a user option... I guess people (incl. me) will get sick of manual assignment eventually
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on August 18, 2016, 02:22:35 pm
EDIT: or I can make it a user option... I guess people (incl. me) will get sick of manual assignment eventually

I'm already sick of it :) No, it's a good option, but auto-filling was much quicker. And allowed to use sorting tools on the crew list. Anyway... for the players, it's mostly a story for the next mod update :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on August 19, 2016, 09:05:23 pm
A quick request: When sorting, it sorts with the highest stat at the bottom. That works well if you want rookies out first and vets out last, but in Piratez I like to have high reactions out first (the reaction balance in Piratez favors the gals and you can actually step out without getting reaction shots with good gals).

So I was wondering if it would be possible implement something like:
Select a sorting for the first time -> sort with highest stat at the bottom
Select the same sorting again -> sort with highest stat up top
Select the same sorting a 3rd time -> flip again, etc
Select another sorting for the first time -> sort with highest stat at the bottom
Select that one again -> flp, etc

Thanks! And for all the other cool features :D
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: The Think Tank on August 20, 2016, 01:08:49 am
So, pardon my ignorance Meridian, but for downloading these additions do I just go to the source code and download it from there (and hopefully follow some instructions on how to integrate it into my game) or am I missing something?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 20, 2016, 09:59:47 am
A quick request: When sorting, it sorts with the highest stat at the bottom. That works well if you want rookies out first and vets out last, but in Piratez I like to have high reactions out first (the reaction balance in Piratez favors the gals and you can actually step out without getting reaction shots with good gals).

How about:
1. click = sort ASC
2. shift+click = sort DESC
3. ctrl+click = don't sort, just show the stats... I use this one a lot lately

So, pardon my ignorance Meridian, but for downloading these additions do I just go to the source code and download it from there (and hopefully follow some instructions on how to integrate it into my game) or am I missing something?

No pardon needed, I'm always happy when someone new shows interest.

Can I ask two questions first, so that I don't have to write a really long answer?

1. are you using windows or linux? or something else?

2. what do you want to play with OXCE+?
a/ x-piratez
b/ x-com files
c/ vanilla xcom (with a few small mods)
d/ vanilla tftd
e/ a bigger vanilla-based mod (e.g. Hardmode, Area 51, XOps's mod, robin's mod, ...)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on August 20, 2016, 06:50:31 pm
How about:
1. click = sort ASC
2. shift+click = sort DESC
3. ctrl+click = don't sort, just show the stats... I use this one a lot
What? That's already in? My god! It's like a treasure hunt :D thanks!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on August 20, 2016, 09:02:13 pm
I just tried and the ctrl-click works, but not the shift-click.

I guess you were suggesting an alternative way to implement it? Yes, that'd work too! :D
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: khade on August 21, 2016, 01:29:22 am
I guess this could be a good time to ask how well OXCE+ is with the base games, and any requirements for that.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Starving Poet on August 21, 2016, 06:10:43 am
I'm using it in my TFTD playthrough - some of the colors are off, but it otherwise works fine. 
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 21, 2016, 09:56:27 am
I guess this could be a good time to ask how well OXCE+ is with the base games, and any requirements for that.

Although I have never played UFO/TFTD with OXCE+ I can say it should be 99.9% compatible.

The only issues you should encounter are:
- missing translations (both UFO and TFTD), you can add them manually, I posted most of them on the forum
- weird colors sometimes, since the early changes have them hardcoded (in TFTD only)
I'll fix both eventually.
- TFTD ufopedia articles are probably missing new stuff (since they are not shared with UFO)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on August 21, 2016, 10:57:14 am
I think an OXCE+ version for vanilla X-Com, not a mod, could become extremely popular. I mean just new versions of rulesets that make use of the new options.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 21, 2016, 12:20:23 pm
New version is up.

2016-08-21
  + Shift+click to sort descending (using sort comboboxes)
  + Added cockpit capacity to Craft Pedia articles
  + Cosmetic change in Manufacture Overview (added one pixel to allocated runts)
  + Added support for different prison types, more info: https://openxcom.org/forum/index.php/topic,4830.msg69933.html#msg69933
  + Added support for heat vision and psi vision, more info: https://openxcom.org/forum/index.php/topic,4830.msg69871.html#msg69871
  + Added option to auto-assign pilots

Download: https://drive.google.com/open?id=0B8itkFQbhj-YNTNtYnUwWkk3d0U

@Solarius: the different prison types should be properly tested... I didn't have enough data/time to test all cases

Translations:

Code: [Select]
#new
      STR_PILOTS_HINT: "Hint: pilots are the last members of your crew."
      STR_COCKPIT_CAPACITY: "PILOTS>{ALT}{0}{ALT}"
#to be fixed by dioxine
      STR_MISSIONS: "MISSIONS> {ALT}{0}"
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on August 23, 2016, 08:31:37 pm
Is heatVision: 0 the default OXCom behaviour?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 23, 2016, 08:48:39 pm
Is heatVision: 0 the default OXCom behaviour?

Yes.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Moon_Dew on August 25, 2016, 04:17:58 am
Aren't these mods and resources already in X-PirateZ by default?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ohartenstein23 on August 25, 2016, 04:54:02 am
Yes; this thread is for the version of the OXC executable that Meridian writes with the intention of these features being used by Dioxine in X-Piratez.  It can be used for other mod's or a vanilla game, but most of the new features are implemented for X-Piratez.  The X-Com Files also uses this code too, so you'll find Solarius Scorch often weighing in here too.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 25, 2016, 11:20:50 pm
New version is up.

2016-08-25
  + Added support for environmental conditions, more info: https://openxcom.org/forum/index.php/topic,4830.msg70353.html#msg70353
  + Starting conditions by terrain, more info: https://openxcom.org/forum/index.php/topic,4830.msg70509.html#msg70509
  + Small LoF fix (by karadoc), more info here: https://openxcom.org/forum/index.php/topic,4706.msg70254.html#msg70254
  + Added missing includes

Download: https://drive.google.com/open?id=0B8itkFQbhj-YVDhrd2xIN1kxM1E

PS: environmental conditions will require a lot of testing...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 26, 2016, 09:24:04 pm
New version...

2016-08-26
  + Pilots can gain experience from dogfights, info: https://openxcom.org/forum/index.php/topic,4830.msg70566.html#msg70566
  + Showing number of shots for autoshot in Ufopedia, info: https://openxcom.org/forum/index.php/topic,4830.msg70536.html#msg70536

Download: https://drive.google.com/open?id=0B8itkFQbhj-YdkhMclJBNkZHXzA
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Starving Poet on August 27, 2016, 03:15:37 am
I might have missed this from before, but is there a reason why the custom loadouts can't be used during mission briefing?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 27, 2016, 09:14:10 am
I might have missed this from before, but is there a reason why the custom loadouts can't be used during mission briefing?

Probably a bug.

- direct hotkeys work only in base or during briefing, not during mission; same for load GUI
- save GUI works always, i.e. also during mission

EDIT: fixed, will be available in next update
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Starving Poet on August 30, 2016, 08:00:59 am
I was messing around with some of the features in TFTD and found that coup de grace causes a crash due to a missing sound file.

Code: [Select]
[29-08-2016 23:56:45] [ERROR] Sound 4294967295 in BATTLE2.CAT not found
[29-08-2016 23:56:45] [FATAL] A fatal error has occurred: code 0xc0000005
[29-08-2016 23:56:45] [FATAL] SymFromAddr failed: 487
[29-08-2016 23:56:45] [FATAL] SymFromAddr failed: 487
[29-08-2016 23:56:45] [FATAL] SymFromAddr failed: 487
[29-08-2016 23:56:45] [FATAL] 0xb1bdd0 SDL_FreeWAV (SymGetLineFromAddr64 failed: 487)
[29-08-2016 23:56:45] [FATAL] SymFromAddr failed: 487
[29-08-2016 23:56:45] [FATAL] SymFromAddr failed: 487
[29-08-2016 23:56:45] [FATAL] SymFromAddr failed: 487
[29-08-2016 23:56:45] [FATAL] SymFromAddr failed: 487
[29-08-2016 23:56:45] [FATAL] SymFromAddr failed: 487
[29-08-2016 23:56:45] [FATAL] SymFromAddr failed: 487
[29-08-2016 23:56:45] [FATAL] 0x742138d0 BaseThreadInitThunk (SymGetLineFromAddr64 failed: 487)
[29-08-2016 23:56:45] [FATAL] 0x77505b90 RtlUnicodeStringToInteger (SymGetLineFromAddr64 failed: 487)
[29-08-2016 23:56:45] [FATAL] 0x77505b90 RtlUnicodeStringToInteger (SymGetLineFromAddr64 failed: 487)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on August 30, 2016, 04:31:48 pm
Afaik it plays melee weapon hitsound, and vanilla UFO & TFTD melee weapons lack any (there's only swing sound), due to flat 100% hit chance. Should work if you mod said sounds in.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 30, 2016, 05:00:16 pm
I was messing around with some of the features in TFTD and found that coup de grace causes a crash due to a missing sound file.

Afaik it plays melee weapon hitsound, and vanilla UFO & TFTD melee weapons lack any (there's only swing sound), due to flat 100% hit chance. Should work if you mod said sounds in.

Btw. I will be removing the whole 'coup de grace' feature eventually. I haven't used it once.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on August 30, 2016, 05:06:58 pm
I used it once when it was new, then didn't need it either.. normally I execute things by autoshoting at the tile where their body lays, that feature of oxc is quite nice. Maybe since melee might be able to destroy terrain, it could also work on corpses? (If there's no walls or object, target corpse)

The TU cost associated with picking up, executing and dropping is just too high compared to the shooting option. (Snapshot from a power mace or hammer also works really well, hence my asking if melee could also do it this way with the new terrain damage implementation)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on August 30, 2016, 06:52:55 pm
I've never seen the usefulness of this option, beside sheer sadism (unconscious enemies are a boon, not a problem), but I guess it makes sense that such an option exists, also, whatever floats Meridian's boat - without him, there would be no Piratez as we know them now :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Starving Poet on August 30, 2016, 07:47:32 pm
I've never seen the usefulness of this option, beside sheer sadism (unconscious enemies are a boon, not a problem), but I guess it makes sense that such an option exists, also, whatever floats Meridian's boat - without him, there would be no Piratez as we know them now :)

In my defense it was an Artifact Site with 10 unconscious tentaculats  ;D
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on August 30, 2016, 07:51:29 pm
In the case of Tentaculats, I'd use the biggest explosive I have on each of these muthas, no expense spared :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Surrealistik on August 30, 2016, 07:53:15 pm
I like the Coup De Grace feature.

I only really use it during Mansion runs when I'm murdering people early to start a panic after TK projectors KO them while clearing terrain, but it's useful to me nonetheless.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on August 30, 2016, 08:05:39 pm
I like the Coup De Grace feature.

Of course you do, that's no-brainer ;)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: UnholyAngel on August 31, 2016, 01:43:37 pm
I found Coup De Grace feature useful to deal with Cyclops, since they are tend to survive fairly often no matter what you to at them.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on August 31, 2016, 04:38:12 pm
You should capture them. They're useful with the right tech.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Starving Poet on September 01, 2016, 01:08:11 am
Meridian, how difficult would it be to save loadouts for items on a ship?  Not like ship weapons, but the stuff your gals can carry around.

I often find myself with multiple transports all with nearly identical loadouts just so I can have a couple teams in the air.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on September 01, 2016, 01:13:53 am
Meridian, how difficult would it be to save loadouts for items on a ship?  Not like ship weapons, but the stuff your gals can carry around.

I often find myself with multiple transports all with nearly identical loadouts just so I can have a couple teams in the air.

On a scale from easy to difficult?
Easy.

I have it on my todo list, in section "nice to have" for a few months now... let me bump the prio a little bit.
Anyone else interested in this?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on September 01, 2016, 01:36:25 am
You mean like having a "Bonny-Raiding" and a "Bonny-Mansion" equipment list, so you can easily swap between your normal equipment and what you take to mansions? It never occurred to me that I needed it, but now that I know it could exist, I'd use that! ;)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on September 01, 2016, 02:20:01 am
Oh yes! And it would also be useful for changing vehicles!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on September 01, 2016, 02:24:45 am
Yeah, upgrading ship is a hassle now, all needs to be manually moved and restored...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on September 02, 2016, 11:54:35 pm
New version is up.

2016-09-02
 + Improve pilots' morale by +10
 + Added night vision (by Stoddard), more info: https://openxcom.org/forum/index.php/topic,4819.msg71243.html#msg71243
 + Fixed merge issue (inventory text border)
 + Revert "Bow miss fix" (because it was causing unwanted side effects), more info: https://openxcom.org/forum/index.php/topic,4058.msg71057.html#msg71057
 + Global equipment layouts fix (it can now be used during mission briefing too)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YUGRKeTNXZm45MTg

2016-09-03
 + Added option for global/local night vision

Download: https://drive.google.com/open?id=0B8itkFQbhj-YenEyYUVVVVBnZFk
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on September 03, 2016, 02:02:50 pm
+ Revert "Bow miss fix" (because it was causing unwanted side effects), more info: https://openxcom.org/forum/index.php/topic,4058.msg71057.html#msg71057

Not sure it was a good idea... the weird behaviour reported was much, much rarer and not even 10% as annoying due to being obvious, not hidden like the bow bug is.

Should I wait till it's fixed? Or release the game with re-crappified bows?

EDIT: also what does STR_FULL_NIGHT_VISION option do?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on September 03, 2016, 02:54:18 pm
Not sure it was a good idea... the weird behaviour reported was much, much rarer and not even 10% as annoying due to being obvious, not hidden like the bow bug is.
Should I wait till it's fixed? Or release the game with re-crappified bows?

The problem is, it might have side effects we don't know about.
I tried debugging it, but it will take some time until I understand all different scenarios... and even more to test them.
Unless karadoc fixes it soon, I'd recommend releasing the version with re-crappified bows.

EDIT: also what does STR_FULL_NIGHT_VISION option do?

With option ON... it is the original behavior by Stoddard (global night vision across the map),
with option OFF... the night vision is only applied around your units... if something is not in their night vision range, it will remain dark.

I left the option for people to play with initially... but I will most likely remove the option and leave the OFF option only... to me it seems a lot better and more intuitive.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on September 03, 2016, 03:26:11 pm
Thx. Makes sense.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Stoddard on September 03, 2016, 07:44:27 pm
With option ON... it is the original behavior by Stoddard (global night vision across the map),
with option OFF... the night vision is only applied around your units... if something is not in their night vision range, it will remain dark.

I left the option for people to play with initially... but I will most likely remove the option and leave the OFF option only... to me it seems a lot better and more intuitive.

Nice.

I went and replaced the squared-distance comparison with
Code: [Select]
(*i)->hasVisibleTile(tile)
Result is that you have some idea what your unit's field of vision is IF there are no light sources in the way.

Side effect of both variants is that other lighted areas stay lighted, with FOVs it looks plain ugly.

(https://s4.postimg.org/61bjeiq19/ugliness.png) (https://postimg.org/image/uhtp8zqrt/)image upload (https://postimage.org/)

But this all runs contary to solving the original problem - that you don't see the terrain that you discovered and thus lack information to plan, while you have that information at day.

I think the global night vision should stay as it is, and there be some separate means to see the fields of view, or not.

Edit: I must say that local night vision is great.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: niculinux on September 04, 2016, 01:13:39 pm
This thread must go sticky please :) Any wiil?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on September 04, 2016, 01:56:07 pm
But this all runs contary to solving the original problem - that you don't see the terrain that you discovered and thus lack information to plan, while you have that information at day.

That's really not a problem. With how it works now (especially on localized vision setting - total vision looks way worse), it's like driving a ferrari. Night missions are suddenly fun to play.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Stoddard on September 04, 2016, 02:39:25 pm
That's really not a problem. With how it works now (especially on localized vision setting - total vision looks way worse), it's like driving a ferrari. Night missions are suddenly fun to play.

Yes, I came to exactly the  same opinion after all.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Eddie on September 07, 2016, 06:12:26 pm
I have a small request concerning getting experience when using shotguns. I just played a mission where my two shotgun gals got no experience at all, despite killing lots of stuff. One had three kills and the other had two. There was probably some bad luck involved, but 5 kills with no experience is just not right.

Could there be a mechanism that counts kills as battle participation so the gals can at least get secondary stat increases? This would also reward indirect kills by shooting exploding barrels, which I think don't give experience right now. Stangely, the diary counted one of the shotgun kills as indirect, but there was no exploding stuff involved.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on September 07, 2016, 06:25:45 pm
I have a small request concerning getting experience when using shotguns. I just played a mission where my two shotgun gals got no experience at all, despite killing lots of stuff. One had three kills and the other had two. There was probably some bad luck involved, but 5 kills with no experience is just not right.

Could there be a mechanism that counts kills as battle participation so the gals can at least get secondary stat increases? This would also reward indirect kills by shooting exploding barrels, which I think don't give experience right now. Stangely, the diary counted one of the shotgun kills as indirect, but there was no exploding stuff involved.

It already works like that.

If you have between 1 and 2 experience points/kills, you can get either +0 or +1 to stats.
If you have between 3 and 5 experience points/kills, you can get either +1 +2 or +3 to stats.

Considering both of your gals had 2 kills (as diary says), it is pretty possible to roll 2 times +0 stats (chance of that is exactly 25%).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on September 07, 2016, 06:47:14 pm
Is the roll to all stats at once (either you improve or you don't) or for each specific stat (maybe you improve TUs but not STR, etc.)? Because that affects the odds of "no improvement whatsoever" significantly.

I also remember something where only the first pellet of a shotgun multiple pellet shot awarded experience points, to avoid getting 7 experience points at once when hitting with all 7 pellets. If the 1st one misses, it is quite possible for the others to hit and kill their victim but award no xp. A better implementation might be to treat all pellets equally xp wise, but cap the awarded xp at 1/shot (ie track h = number of pellet hits, if h > 0, award 1 xp).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Starving Poet on September 07, 2016, 06:48:58 pm
I'm not sure if this is an OXCE+ or OXCE bug - but it seems to take an inordinate amount of TU to close certain types of doors.

See attached image.
Door 1 opens and closes as expected.  Door 2 can only be closed by walking through it.  Right Clicking results in a not enough TU warning.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on September 07, 2016, 06:58:51 pm
Is the roll to all stats at once (either you improve or you don't) or for each specific stat (maybe you improve TUs but not STR, etc.)? Because that affects the odds of "no improvement whatsoever" significantly.

I also remember something where only the first pellet of a shotgun multiple pellet shot awarded experience points, to avoid getting 7 experience points at once when hitting with all 7 pellets. If the 1st one misses, it is quite possible for the others to hit and kill their victim but award no xp. A better implementation might be to treat all pellets equally xp wise, but cap the awarded xp at 1/shot (ie track h = number of pellet hits, if h > 0, award 1 xp).

Each stat rolls separately.

As for pellets, maybe test it and let me know? I don't use shotguns... save would be nice as well.

I'm not sure if this is an OXCE+ or OXCE bug - but it seems to take an inordinate amount of TU to close certain types of doors.

See attached image.
Door 1 opens and closes as expected.  Door 2 can only be closed by walking through it.  Right Clicking results in a not enough TU warning.

A save please.
But yeah, I noticed that several times too... not sure if OXC or OXCE or OXCE+ or feature :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on September 07, 2016, 08:13:27 pm
Each stat rolls separately.

As for pellets, maybe test it and let me know? I don't use shotguns... save would be nice as well.

If each stat rolls separately, the odds of not getting anything on 2 soldiers (even assuming 50% odds per stat) is pretty low. TU/Stam/Strength/Acc for 2 soldiers is 8 rolls, .5^8 = 0.4%

I am not sure how to test this. Shoot at an enemy repeatedly with a shotgun and see how likely you are to get nothing even after multiple hits?

I'll cook a save for Piratez, something like a personal armor dude with no weapon to shotgun repeatedly safely.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Starving Poet on September 07, 2016, 08:15:26 pm
Sure thing - I tested this in OXC, it doesn't replicate the bug and this is just the default port attack tileset.

Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Starving Poet on September 07, 2016, 08:17:29 pm
I am not sure how to test this. Shoot at an enemy repeatedly with a shotgun and see how likely you are to get nothing even after multiple hits?


If the logic hasn't changed - you need to get 11 successful actions / PSI attempts to guarantee a stat increase.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on September 07, 2016, 08:37:34 pm
A save please.
But yeah, I noticed that several times too... not sure if OXC or OXCE or OXCE+ or feature :)
I already fixed it. Problems is TFTD doors that have opened version with 0 close cost. This cause couple problems in code.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on September 07, 2016, 08:53:14 pm
I've noticed these borked doors. Well, it is always possible to modify door tiles to conform to UFO standards...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Eddie on September 07, 2016, 10:48:22 pm
It already works like that.

If you have between 0 and 2 experience points/kills, you can get either +0 or +1 to stats.
If you have between 3 and 5 experience points/kills, you can get either +1 +2 or +3 to stats.

Considering both of your gals had 2 kills (as diary says), it is pretty possible to roll 2 times +0 stats (chance of that is exactly 25%).

I have some doubts that what you are saying is correct.
- One of the girls had three kills. Diary says two by shotgun, one indirect.
- I have a save just before I knock the last enemy down. I reloaded it several times, to see if I had bad luck with the rolls. I see the stat increases for the other girls changing, but the shotgun girls never get anything. Save is attached so you can see yourself.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on September 07, 2016, 11:03:17 pm
I remember Warboy saying the xp from shotgun blasts only counts if the "first" projectile hits. It might be worth investigating. Also, Commendations are obviously unable to attribute some types of kills properly (like grenade kills, for example), which might also be a factor.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on September 08, 2016, 11:54:54 am
I have some doubts that what you are saying is correct.
- One of the girls had three kills. Diary says two by shotgun, one indirect.
- I have a save just before I knock the last enemy down. I reloaded it several times, to see if I had bad luck with the rolls. I see the stat increases for the other girls changing, but the shotgun girls never get anything. Save is attached so you can see yourself.

Moonlight Saker and Living Blade got exactly zero experience from the mission (see attached)... so also all improvements were +0.

I'll have a look at the weapons they used, if there's anything wrong with them.

EDIT:
- so, only the "first" bullet counts, other bullets don't give any experience
- the issue is however even deeper, because the "first" bullet is actually calculated as first, but drawn and processed as last... and if the other pellets kill the target already (which is very likely is this case), the first bullet processed as last will hit an already dead target and won't give any experience either

Not sure how to fix it... I could allow experience from shotguns also when hitting already dead units... but dead units on the ground would count too... which is just not right.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on September 08, 2016, 02:15:13 pm
Sure thing - I tested this in OXC, it doesn't replicate the bug and this is just the default port attack tileset.

I've cherry-picked Yankes' fix, should be OK now.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Eddie on September 08, 2016, 02:45:59 pm
Thank you for looking into the shotgun problem Meridian.

Regarding the problematic bow fix: would it be possible to have an on/off toggle in the options? Then we can choose the lesser evil until an actual fix is in.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on September 08, 2016, 03:03:17 pm
Regarding the problematic bow fix: would it be possible to have an on/off toggle in the options? Then we can choose the lesser evil until an actual fix is in.

I have a fix almost ready. Today or tomorrow I will release it.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: khade on September 09, 2016, 03:41:19 am
There was a suggested shotgun fix that might work, where if any of the shots hit, you get one exp, but no more.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on September 09, 2016, 09:19:26 pm
New version is up.

206-09-09
  + TechTreeViewer can be opened by Q hotkey from geoscape directly
  + Show research progress in TechTreeViewer
  + Fix for end mission confirmation
  + Bow miss fix (by karadoc), with less side effects
  + Fix bug with TFTD doors (by Yankes)
  + More middle-clicks open Ufopaedia articles directly
    - facility info in Base view
    - craft weapon info in Craft > Craft Weapon GUI
    - item info in Craft > Equipment GUI
    - armor info in Craft > Armors GUI
    - craft info in Intercept window
    - ufo info in UFO Tracker (only if detected by Hyperwave decoder)
  + Ability to buy items with negative size (e.g. workers)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YcDEwejE0MUhGVGM

Translation:

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_RESEARCH_PROGRESS: "Progress>{ALT} {0}%"
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on September 10, 2016, 02:43:39 am
Thanks! Great update!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Petethegoat on September 10, 2016, 05:00:44 pm
Is it possible to avoid the 'new manufacture available' pop ups for robbing and hiring people when repeatedly interrogating them? Once you've already got those options, I mean.

I wouldn't mind trying to fix that myself, but I've spent a while browsing through the source and I still haven't really got a feel for it. Any ideas where I should be looking?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on September 12, 2016, 12:03:15 pm
Is it possible to avoid the 'new manufacture available' pop ups for robbing and hiring people when repeatedly interrogating them? Once you've already got those options, I mean.

I wouldn't mind trying to fix that myself, but I've spent a while browsing through the source and I still haven't really got a feel for it. Any ideas where I should be looking?

Here's the related code: https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/SavedGame.cpp#L1368

And here a possible fix: https://github.com/MeridianOXC/OpenXcom/commit/c321f1a2d27547f9f692e8e3754697897cc2794d
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on September 16, 2016, 12:04:21 am
New version is up.

2016-09-15
 + Switch for endless or one-cycle infiltrations (see below)
 + Recovered items now shown in Debriefing also for base defense missions
 + Small fix for shotgun not giving any experience (still only first bullet counts, but if it hits it will give experience every time; experience != improvement)
 + Don't show previously unlocked (and seen!) manufacturing topics in the "We can now manufacture..." window

Code: [Select]
  - type: STR_MISSION_SWAY_GOVT
    points: 0
    objective: 1
    endlessInfiltration: false # default is true; if set to false, mission will end after the first pact/base
    spawnZone: 4

This is just a simple switch to solve the immediate issue, I'll have to think more about more generic options...

Download: https://drive.google.com/open?id=0B8itkFQbhj-YY0Nzdmg3YnBIZDQ

PS: please help test the "Loot" screen in Debriefing, I had to change a lot to support also base defense missions....
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Eddie on September 16, 2016, 03:31:03 pm
In case you need an idea for a shotgun fix:
The clean method to do it (count all bullet hits, but give just one xp no matter the number of hits) is apparently not that easy or you would have already done it. Is a statistical solution easier? Count all pellet hits, each pellet has a chance of "1 / (number of pellets)" to give xp.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on September 16, 2016, 03:52:54 pm
All of them are "unpleasant" to implement.
The first bullet handling and other bullets handling are disconnected.

I could implement both ideas, but I would have to change a lot of the code structure... which I don't want to do... because I would make it very hard for me to merge future changes from vanilla later.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on September 21, 2016, 09:11:54 pm
New version is up.

2016-09-21
 + Fixed experience from medikits (merge issue)
 + Stun and wound indicators for corpses, more info: https://openxcom.org/forum/index.php/topic,4424.msg72219.html#msg72219
 + Fix for TechTreeViewer CTD
 + Configurable map background color (per starting condition)
 + EXPERIMENTAL: added support for custom (global) palettes, more info: https://openxcom.org/forum/index.php/topic,4935.msg72007.html#msg72007
 + Added option to transfer prisoners instead of just removing them (after the mission)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YcmVqRE1xYWpUY3c

@Ivan/Dioxine: sample mod attached.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Ridаn on September 23, 2016, 10:53:56 am
Hello, Id like to request something if possible.
Can you make a numerical stat display appear in rightmost column in an Armor screen after sorting is done, just like it appears in a Crew screen?
It not that big of a deal, as I can see those stats in a different screen and equip armour through inventory, but all those extra clicks add up quickly and contribute to micromanagement fatigue. And having both screens sorting function work visually same would be aesthetically nice, I think. Also, consistency between screens and sameish functions.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on September 23, 2016, 10:58:35 am
Hello, Id like to request something if possible.
Can you make a numerical stat display appear in rightmost column in an Armor screen after sorting is done, just like it appears in a Crew screen?
It not that big of a deal, as I can see those stats in a different screen and equip armour through inventory, but all those extra clicks add up quickly and contribute to micromanagement fatigue. And having both screens sorting function work visually same would be aesthetically nice, I think. Also, consistency between screens and sameish functions.

Yes, I am missing it there too.
The problem is just the space on the screen, the armor names would be cut off a bit...
... but I found a "text overflow" option in textbox recently... I'll have a look if that helps.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on September 23, 2016, 12:42:48 pm
I'm already limiting armor names to circa 10 letters. Cutting this any more would be ridiculous and force modders to come up with stupider names. Maybe the screen could be completely rearranged, or something. However I'm barely using the Armor tab anymore (assigning armors in equip screen is so much more convenient).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on September 23, 2016, 01:01:12 pm
I'm already limiting armor names to circa 10 letters. Cutting this any more would be ridiculous and force modders to come up with stupider names. Maybe the screen could be completely rearranged, or something. However I'm barely using the Armor tab anymore (assigning armors in equip screen is so much more convenient).

No worries, I won't decrease the size (I would do that long ago if I was willing to).

PS: I didn't find the taste for armor equipping in Inventory screen... it doesn't show me the position of the soldier in the craft.
At the moment, Armor tab is the only way to go for me.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Ridаn on September 23, 2016, 01:55:28 pm
Yeah, while I do use the function of equipping armour through Equipment screen, I find it best suited for custom tailored loadouts. Does not really work for crews containing over 12-14 people for me. I also cannot see Stamina and TUs in there (relevant for cumbersome armours), so I have to go into another screen and then go back, and keep those numbers in my mind (in addition to a hell lot of other stuff most of the time). Generally I combine both - assign armours and positions in Armor screen, then go to equipment and apply maxxed loadouts based on a resulting paperdoll and stats, and ctrl-drop the stuff that goes over weight limit.
While alternative has the sameish amount of clicks - I can plainly see the numbers at a glance (assign Heavy Suit only to gals with over 100Stamina for example), and not changing screens back and forth is easier on the eyes and as a result is a more psychologically smooth experience. Its helping with micromanagement fatigue and delaying the burnout.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on September 23, 2016, 04:44:54 pm
A crazy request: Do you think it would be possible to make an object which has a different floorob depending on deployment? The idea would be to have a few of these on various mapblocks, to better tie the map to the enemy encountered. This is especially relevant for Solarius' XCom files, where say, giant spiders infestations could have spiderwebs everywhere, but for zombies it'd be puddles of blood and corpses. (Not real corpses! Just an item which looks like one).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on September 23, 2016, 05:27:26 pm
It's already doable, without much extra work (on mapping, setting spawns does take time), since games' cumbersome map-mission script practically neccessitates making new terrains for every single one non-UFO-crash/landing mission (unless they're carbon-copies, with only the alien race changed); and items are spawned by terrain.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Nord on September 23, 2016, 07:27:28 pm
Meridian, have you thinked about that improvement?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on September 23, 2016, 10:32:08 pm
Meridian, have you thinked about that improvement?

You mean more than 8 bases?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: karadoc on September 24, 2016, 03:35:50 am
I think the 8 base maximum is plenty for this game... unless we also add special bases of some kind. eg. bases with smaller builder area than normal, or fixed features such as undiggable squares or unique buildings (like the lab, but less awesome, and in a secondary smaller bases).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Nord on September 24, 2016, 08:49:18 am
You mean more than 8 bases?
Yes.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Stoddard on September 25, 2016, 01:20:43 am
Yes.

Go try the playmix (https://openxcom.org/forum/index.php/topic,4912.0.html). It has 16 and it isn't as much fun as it seems.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ohartenstein23 on September 25, 2016, 07:09:04 am
Hey Meridian, I've noticed that when using the new shotgun code to fire against a wall adjacent to your soldier/gal, a pellet or two may fire 'backwards', behind you. (I don't have a save, but just try using new battle and try to breach a wall from right next to it, like in farm terrain in an enclosed space - it's likely you'll see a hit drawn on the opposite wall from which you're breaching.) I think this is due to how I wrote the finding of the first pellet's trajectory. In order to prevent getting 'no line of fire's errors when searching for trajectories for the subsequent pellets, I choose the 'target' for those pellets as the hit location of the first minus two voxels along the firing line, as I had seen in the vanilla code for drawing the hit location.  However, when coupled with short ranges between the origin voxel and the pellet spread, this may end up with firing a projectile or two behind your soldier. I think the fix might be in using the code for forcing a shot with no line of fire, like ctrl+fire to shoot through an obstacle.  I haven't been able to find that in the vanilla code - do you know where it is, so I could come up with a potential fix for this issue?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ohartenstein23 on September 26, 2016, 08:43:16 pm
Never mind, I found it - the unfortunate bit is that it would either require rewriting calculateTrajectory in Projectile.cpp to accept another variable to force-fire without holding CTRL just for this condition, or making a duplicate method, either in Projectile.cpp or ProjectileFlyBState.cpp... and that feels like a very kludgy fix.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on October 01, 2016, 04:09:51 pm
New version is up.

2016-09-30
 + Fixed medikit experience training
 + More space (modOffset) for bigger mods (by Yankes), more info: https://github.com/Yankes/OpenXcom/commit/5d62e26e1341f0f4f22969fe40f5d5312ab8150e
 + Option for auto-sell in debriefing (by Stoddard)
 + Support for custom palettes (local) in Ufopedia, more info: https://openxcom.org/forum/index.php/topic,4957.0.html
 + Fix for generating default armor out of nothing

Download: https://drive.google.com/open?id=0B8itkFQbhj-YZDdkZlJrMEphODg
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on October 06, 2016, 10:09:28 pm
New version is up.

2016-10-06
 + Updated to OXCE 3.3

Download: https://drive.google.com/open?id=0B8itkFQbhj-YSVhuMFRNdW94dms

PS: data files are the same as for OXCE 3.2
PS2: https://github.com/MeridianOXC/OpenXcom/commits/oxce3.3-plus-proto
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on October 07, 2016, 02:37:20 pm
Is there any practical reason to upgrade to 3.3? I kinda got loss in Yankes' explanations, the only thing I've understood is performance loss.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on October 07, 2016, 02:54:47 pm
Here's the summary from Yankes.

Small recap what is possible with new visibility scripts:
a) Some unit can be visible only to some other units, something like A can see B, C can see D but A cant see D and C cant see B.
b) Items in hands can affect visibility of units, you can add NV googles that need be held in hands to allow see in darkens or masking device that will cloaking you.
c) Effectiveness of visibility is stored as integer value. Greater than zero mean that other unit is visible. This allow gun scope that add value to that number increasing effective sight radius of unit. Alternative you can subtract to recreate some camouflage. As IR visibility should not be affected by scopes or normal camouflage, I added option for distinguish between different visibility modes. Normal visibility (in visible light lengths) is defined by empty value `null` other types can be defined by new tag in `BattleUnitVisibility`.
d) You have access to raw data of smoke and fire density, this allow you to change how smoke affect visibility or allow fire to prevent use of IR.
e) You can add penalty for NV googles if target is in bright spot, or simply add bonus/penates based on relative lighting level of tiles where units stand (current and target) to simulate that you can't see thing in shadow.
f) All units stats can contribute to visibility. You can made cloaking device that will fall or reduce it effectiveness when unit lose hp (or current TU).

What I understood is that you can now script various visibility modes, including things like the camouflage, counter-camouflage and heat vision from OXCE+... but with greater control over it (you can use more variables for calculation and even consider items in hands). You can't do psi-vision-like scripts yet. So, if you want more than what I "hardcoded" in OXCE+, this gives you the tools to do it.

Performance loss is not confirmed yet.
There is inevitably some (like with every new feature), but we don't know how big it is until we try it out.

EDIT: and there is also the "mod size" feature... which gives you possibility to use IDs bigger than 1000 without conflicts... which I strongly suggest using instead of IDs > 100000 used at the moment.

EDIT2: also I think light doesn't go through solid objects (like walls) anymore... but I haven't really played yet, so that's just what I saw in some demo video
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on October 07, 2016, 03:10:46 pm
OK, so mod size (useful) and realistic lighting (confirmed, looks really cool!). As for scripting, well... I have no idea what to do with it. Learning "Yankes C" is a major commitment and I won't do that unless there is some critical gain in sight.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on October 07, 2016, 03:57:50 pm
As for scripting, well... I have no idea what to do with it. Learning "Yankes C" is a major commitment and I won't do that unless there is some critical gain in sight.

Yeah, I also have no idea how powerful it is or how to use it...
... best would be: if you have a new idea which involves visibility, first ask Yankes if it can be done by a script ... if yes, he'll help with the script itself... if not, raise a change request with me, him, or whomever is willing to listen :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on October 07, 2016, 07:04:09 pm
OK, so mod size (useful) and realistic lighting (confirmed, looks really cool!). As for scripting, well... I have no idea what to do with it. Learning "Yankes C" is a major commitment and I won't do that unless there is some critical gain in sight.

Yeah, I also have no idea how powerful it is or how to use it...
... best would be: if you have a new idea which involves visibility, first ask Yankes if it can be done by a script ... if yes, he'll help with the script itself... if not, raise a change request with me, him, or whomever is willing to listen :)
This, I will eagerly help with firsts scripts. Example of usage that could affect gameplay without lot of changes is made that today invisible units could be see by units holding mindprobes.
Dioxine what behavior would you like to have in case of visibility?

Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on October 07, 2016, 09:15:45 pm
1. How to make hand-held night vision goggles?

2. How to make a silenced pistol which grants bonus to reactions when fired?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on October 07, 2016, 10:38:21 pm
1. How to make hand-held night vision goggles?

2. How to make a silenced pistol which grants bonus to reactions when fired?

1:
Code: [Select]
extended:
  tags:
    RuleItem:
      XPIRATEZ_NV_GOGGLES: int
   
  scripts:
    visibilityUnit:
      - offset: 3
        code: |
          var int itemA;
          var int itemB;
          var int targetShade;
          var ptr BattleItem item;
          var ptr RuleItem type;
         
          if eq visibility_mode null;
            #get info about left hand item
            observer_unit.getLeftHandWeapon item;
            item.getRuleItem type;
            type.getTag itemA Tag.XPIRATEZ_NV_GOGGLES;
           
            #get info about right hand item
            observer_unit.getRightHandWeapon item;
            item.getRuleItem type;
            type.getTag itemB Tag.XPIRATEZ_NV_GOGGLES;
           
            #if left or rigth item have NV bonus
            if or eq itemA 1 eq itemB 1;
              target_unit.getTileShade targetShade;
              if le targetShade 9;
                add current_visibility 64; #16*4 = 4 tiles better visibility in dark
              end;
            end;
          end;
         
          return current_visibility visibility_mode;

items:
  - type: STR_SOME_GOGGLES
    tags:
      XPIRATEZ_NV_GOGGLES: 1
With that item in hands unit will see 4 tiles further in dark.


2:
Code: [Select]
extended:
  tags:
    RuleItem:
      XPIRATEZ_STEALTH_GUN: int
   
  scripts:
    reactionWeaponAction:
      - offset: 1
        code: |
          var int temp;
          var int reaction_attacer;
          var int reaction_viewer;
          var ptr RuleItem gun_type;
         
          weapon.getRuleItem gun_type;
          gun_type.getTag temp Tag.XPIRATEZ_STEALTH_GUN;
          if neq temp 1;
            #not stelf weapon, we quit with defualt value
            return reaction_chance;
          end;
         
          #reaction score of unit that react to action done by `action_unit`
          reaction_unit.geReactionScore reaction_viewer;
         
          #reaction score of shooter
          action_unit.geReactionScore reaction_attacer;
         
          #we buff attacker reaction score
          mul reaction_attacer 2;
         
          if lt reaction_viewer reaction_attacer;
            set reaction_chance 0; #set 0% chance to react
          end;
          return reaction_chance;

items:
  - type: STR_SOME_WEAPON
    tags:
      XPIRATEZ_STEALTH_GUN: 1
When shooting this weapon shooter will have effective 2 time more Reaction stats in case of calculating of other unit reactions.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on October 08, 2016, 02:17:21 pm
Nice, thanks! This doesn't look too scary - as long as one has a list of possible operators...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on October 08, 2016, 03:21:15 pm
Nice, thanks! This doesn't look too scary - as long as one has a list of possible operators...
This is all dumped in log if you run exe with verbose log. I did that to not bother with updating documentation each time I add something.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on October 08, 2016, 03:23:57 pm
Yankes, can you use this script to make a gun with night vision? I'm thinking a hi-tech rifle with NV sights. (Redundant if you have NV armour, but otherwise could help.)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on October 08, 2016, 04:45:32 pm
Yankes, can you use this script to make a gun with night vision? I'm thinking a hi-tech rifle with NV sights. (Redundant if you have NV armour, but otherwise could help.)
NV will work with any item that have "XPIRATEZ_NV_GOGGLES" (you can rename it to something else :)), weapons too. Right now only part about "Redundant" will be hard because Maridain mod pars are not jet exposed to script and you can't know easy if armor have NV (but you can add redundant information that script can read).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on October 09, 2016, 08:15:19 pm
I've tried adding that script for NV item, but it doesn't seem to work...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on October 10, 2016, 01:04:13 am
I will check it out tomorrow.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on October 10, 2016, 02:18:54 am
Meridian, how hard would it be to add prerequisites for getOneFree items?

Example: Red Dawn Ganger in X-Com Files currently has the following getOneFree items: STR_BASEBALL_BAT, STR_WOODEN_CLUB, STR_STAFF_001, STR_STAFF_002, STR_STAFF_007. I would like to add also STR_STAFF_009 to this list, but it would only be chosen if you have STR_CHIEF_ENGINEER_CONTACT researched, because the article is something that the Chief Engineer says and therefore he must already have been recruited before.

If you don't have the prerequisite, some other item on the list is chosen instead (one with no prerequisites or prerequisites which are already fulfilled).
If there are no other viable items left, you get nothing and you shouldn't even see STR_ZSRR_GANGER on the research projects list. If you research the prerequisite later, you can research STR_ZSRR_GANGER again.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on October 11, 2016, 12:41:48 am
I've tried adding that script for NV item, but it doesn't seem to work...
Ok I made small mistaken, instead of NV I give DayVision :D

Line
Code: [Select]
if le targetShade 9;should be
Code: [Select]
if gt targetShade 9;
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on October 12, 2016, 12:21:41 am
Okay it works now - however, it doesn't show up in the night display offered by OXCE+ (you spot enemies from desired range, but they're displayed as if were in the dark) - which makes it look bad...

Maybe the night display could be pulled into your OXCE? It doesn't interfere in any way with vanilla xcom, after all...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on October 12, 2016, 01:16:00 am
I will think how best solve this, right now I think that best solution could be special commit for OXCE+ because simply pulling it to OXCE will not fix it without new code.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on October 14, 2016, 05:48:43 pm
If there are no other viable items left, you get nothing and you shouldn't even see STR_ZSRR_GANGER on the research projects list. If you research the prerequisite later, you can research STR_ZSRR_GANGER again.

This is bad game design, it should not work like this.

As alternative, maybe replace the whole idea with a dedicated project for STR_STAFF_009, which unlocks when both STR_ZSSR_GANGER and STR_CHIEF_ENGINEER_CONTACT are researched?

Meridian, how hard would it be to add prerequisites for getOneFree items?

Example: Red Dawn Ganger in X-Com Files currently has the following getOneFree items: STR_BASEBALL_BAT, STR_WOODEN_CLUB, STR_STAFF_001, STR_STAFF_002, STR_STAFF_007. I would like to add also STR_STAFF_009 to this list, but it would only be chosen if you have STR_CHIEF_ENGINEER_CONTACT researched, because the article is something that the Chief Engineer says and therefore he must already have been recruited before.

If you don't have the prerequisite, some other item on the list is chosen instead (one with no prerequisites or prerequisites which are already fulfilled).

Probably not very hard. But...

1/ As I said above a topic should not disappear and then reappear, people would just keep selling STR_ZSSR_GANGER, because they know (at least to their best knowledge) it can't tell them anything new.

2/ As a modder you probably know that the whole research-related ruleset is really buggy (probably the last place in OpenXcom with serious known bugs). "Requires" doesn't work at all, "getOneFree" works only sometimes and "Dependencies" and "Unlocks" has some funny effects too. If I would touch it, I would probably rewrite it completely. And that would break all non-trivial mods, which use all sorts of workarounds and hacks to achieve desired functionality (because I would of course not support hacks and workarounds, or at least not in the same form). We are in a deadlock situation here...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on October 14, 2016, 10:46:39 pm
This is bad game design, it should not work like this.

As alternative, maybe replace the whole idea with a dedicated project for STR_STAFF_009, which unlocks when both STR_ZSSR_GANGER and STR_CHIEF_ENGINEER_CONTACT are researched?

Because it's an item on a long getOneFree list you get from an enemy (in this case, STR_ZSSR_GANGER). It's not supposed to be researched in any orderly way. The STR_STAFF_XXX line are worthless, (supposedly) humorous articles that make it harder to get the important stuff and to give you a reason to interrogate low-level enemies. And every STR_STAFF_XXX is a report/gossip from a member of your staff, and some members are recruited later, so I can't make STR_STAFF_XXX with these people because they could appear before you even meet them.

By the way, can you elaborate why it's bad game design? I sort of feel the same, but I can't define it properly.

Probably not very hard. But...

1/ As I said above a topic should not disappear and then reappear, people would just keep selling STR_ZSSR_GANGER, because they know (at least to their best knowledge) it can't tell them anything new.

It shouldn't be a problem, because you can get these things from many enemies, including later ones. So it doesn't matter if you sell early game enemies, unless you research completely all the enemies in the game and then some new Ufopedia article appears. So, not an issue.

2/ As a modder you probably know that the whole research-related ruleset is really buggy (probably the last place in OpenXcom with serious known bugs). "Requires" doesn't work at all, "getOneFree" works only sometimes and "Dependencies" and "Unlocks" has some funny effects too. If I would touch it, I would probably rewrite it completely. And that would break all non-trivial mods, which use all sorts of workarounds and hacks to achieve desired functionality (because I would of course not support hacks and workarounds, or at least not in the same form). We are in a deadlock situation here...

Well, I understand... If the system can be rewritten better, then I personally think it's worth to update mods for it, but it's not a subject for now. So, if this doesn't happen, it's perfectly understendable, for many reasons. But I'm hoping for a hack here, too. :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on October 22, 2016, 12:56:36 pm
New version is up.

2016-10-22
 + Added item flag, which says if the item can be equipped in base defense
 + TechTreeViewer now shows also the number of required items for manufacturing topics
 + Small fix for stun/wound indicator
2016-10-06
 + Upgraded to OXCE 3.3

Download: https://drive.google.com/open?id=0B8itkFQbhj-YVzBwVE01dS1NYVU

Example usage of the new flag
(so that you don't have 5000 chips slowing your engine during base defense)

Code: [Select]
items:
  - type: STR_CREDIT_CHIP_C
    ignoreInBaseDefense: true
  - type: STR_CREDIT_CHIP_D
    ignoreInBaseDefense: true
  - type: STR_CREDIT_CHIP_M
    ignoreInBaseDefense: true
  - type: STR_CREDIT_CHIP_00
    ignoreInBaseDefense: true
  - type: STR_CREDIT_CHIP_01
    ignoreInBaseDefense: true
  - type: STR_CREDIT_CHIP_02
    ignoreInBaseDefense: true
  - type: STR_CREDIT_CHIP_03
    ignoreInBaseDefense: true
  - type: STR_MEDICAL_SUPPLIES
    ignoreInBaseDefense: true
  - type: STR_LONGEVITY_SERUM
    ignoreInBaseDefense: true
  - type: STR_LINGERIE
    ignoreInBaseDefense: true
  - type: STR_MEDALLION
    ignoreInBaseDefense: true
  - type: STR_GOLD_BAR
    ignoreInBaseDefense: true
  - type: STR_YELLOW_GEM
    ignoreInBaseDefense: true
  - type: STR_BLUE_GEM
    ignoreInBaseDefense: true
  - type: STR_GREEN_GEM
    ignoreInBaseDefense: true
  - type: STR_RED_GEM
    ignoreInBaseDefense: true
  - type: STR_DIAMOND
    ignoreInBaseDefense: true
  - type: STR_MONEY_PURSE
    ignoreInBaseDefense: true
  - type: STR_CASH_BAG
    ignoreInBaseDefense: true
  - type: STR_TREASURE_CHEST
    ignoreInBaseDefense: true
  - type: STR_NUCLEAR_MATERIALS
    ignoreInBaseDefense: true
  - type: STR_BRIEFCASE
    ignoreInBaseDefense: true
  - type: STR_PORN
    ignoreInBaseDefense: true
  - type: STR_LIBER_OCCULTIS
    ignoreInBaseDefense: true
  - type: STR_DATA_DISK
    ignoreInBaseDefense: true
  - type: STR_GUNS_N_AMMO
    ignoreInBaseDefense: true
  - type: STR_GENERIC_CRATE
    ignoreInBaseDefense: true
  - type: STR_GOLDEN_CRATE
    ignoreInBaseDefense: true
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on October 22, 2016, 05:56:19 pm
Could we have the "disableEquip" flag activated/deactivated by game options? These all items are basically useless in battle, but were deliberately left equippable for roleplay reasons, and/or for the possibility of transporting them through craft (eg. ten thousand chips are far cheaper to transport by an actual craft than by Transfer menu). With such an option, we could have the best of both worlds.

EDIT: I'm stupid, I can simply make this into an optional mod.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on October 22, 2016, 06:11:38 pm
Meridian, any progress on the "inventory template" for crafts? It would be a very convenient feature, even as just a "quick save/load" and no actual writing of the templates in the saves for the longer term.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on October 22, 2016, 11:06:38 pm
Could we have the "disableEquip" flag activated/deactivated by game options? These all items are basically useless in battle, but were deliberately left equippable for roleplay reasons, and/or for the possibility of transporting them through craft (eg. ten thousand chips are far cheaper to transport by an actual craft than by Transfer menu). With such an option, we could have the best of both worlds.

EDIT: I'm stupid, I can simply make this into an optional mod.

I can probably also change it to apply to base defense only... I don't mind equipping that stuff on craft.

Meridian, any progress on the "inventory template" for crafts? It would be a very convenient feature, even as just a "quick save/load" and no actual writing of the templates in the saves for the longer term.

It just got a bit higher on the list :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on October 23, 2016, 07:14:38 am
Awesome! It's not as needed for Piratez but in XCom Files with all the small teams and equipment changing all the time it'd be very convenient. Your multiple soldier inventory also was super useful for that as each small team needs one of each roles and they rotate often because of losses.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on October 25, 2016, 06:19:53 pm
Noticed a bug when watching Poet's LP; commendations aren't unlocked in the Pedia if they were awarded posthumously. https://www.youtube.com/watch?v=IOk-MzKpD-s&index=10&list=PLnh8c5HMxAXsMHn64sjtX4Aa--tJ_iJPo, about 53:40.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on October 25, 2016, 06:22:23 pm
Noticed a bug when watching Poet's LP; commendations aren't unlocked in the Pedia if they were awarded posthumously. https://www.youtube.com/watch?v=IOk-MzKpD-s&index=10&list=PLnh8c5HMxAXsMHn64sjtX4Aa--tJ_iJPo, about 53:40.

I noticed that too :)
Good to know you're watching as well...

EDIT: fixed
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on October 25, 2016, 09:43:25 pm
New version is up.

2016-10-25
 + Door visibility bugfix (by Yankes)
 + EXPERIMENTAL: surrender support, more info: https://openxcom.org/forum/index.php/topic,4997.msg73272.html#msg73272
 + Ability to disable irrelevant items in base defense (e.g. chips)
 + Inventory is now accessible from Soldiers UI via hotkey (no need for a craft in base)

@Dioxine: the "disableEquip" has been renamed to "ignoreInBaseDefense" and applies only for base defense

Download: https://drive.google.com/open?id=0B8itkFQbhj-YYmJ3Y3lPeG9Iekk
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on October 27, 2016, 11:54:44 pm
New version is up.

2016-10-27
 + Bug-hunt mode support, more info: https://openxcom.org/forum/index.php/topic,4997.msg73330.html#msg73330
 + More options for surrender mode, more info: https://openxcom.org/forum/index.php/topic,4997.msg73308.html#msg73308
 + Added minShade and maxShade to alien deployments, more info: https://openxcom.org/forum/index.php/topic,4830.msg73290.html#msg73290
 + Considering also medals awarded to dead soldiers

Download: https://drive.google.com/open?id=0B8itkFQbhj-YOW5ETzJsaHl3eUU

PS: it is recommended to upgrade when you are in the Geoscape, not during a battle.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on October 28, 2016, 09:20:58 pm
Thanks! I can't wait to try it out.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on October 31, 2016, 07:36:20 pm
New version is up.

2016-10-31
 + Items can now be limited to certain inventory slots only, more info: https://openxcom.org/forum/index.php/topic,5011.msg73480.html#msg73480
 + Fixed 2 major bugs in surrender mode

Download: https://drive.google.com/open?id=0B8itkFQbhj-YTC1xeFRobFNvR3M
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Eddie on October 31, 2016, 09:21:20 pm
I have a small request: Can the magnitude of bonuses the pilots give be made changeable through the ruleset file? I'd like to lower the dodge and accuracy on my pilots a little. Like max dodge bonus right now is 27, and I want to lower it to 20 or something.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on October 31, 2016, 09:26:12 pm
Easy solution is just to take less skilled pilots  :P

But I'll have a look, if it can be externalized easily...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on November 01, 2016, 12:08:03 am
Minor request: adding a pop-up window that the enemies have surrendered would be less confusing than sudden end-mission I think.

Another one: the current  activeCamouflage is less than perfect.

Namely, the negative numbers. For example, giving someone -5 gives them a huge advantage in night conditions, but negligible at day. On the other hand, positive numbers are irrelevant for night vision unless they're really low (below 20).
Can we have it broken into 2 separate parameters that can work together? Eg. passiveCamouflage 35 and activeCamouflage 3 would reduce day visibility to 32, and night visibility by 3.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Eddie on November 01, 2016, 11:20:47 pm
Maybe the camouflage should be changed to a percentage instead? So 13% camo would reduce a 40 day vision to 35 and a 16 night vision to 14. Of course there could also be seperate values for night and day, so that night ops outfit gets no day bonus.

Having percentage values would not cripple low night vision enemies as much at higher camouflage values. But it's up to you to decide against which type of enemies camouflage should be most useful.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 01, 2016, 11:54:06 pm
Minor request: adding a pop-up window that the enemies have surrendered would be less confusing than sudden end-mission I think.

Another one: the current  activeCamouflage is less than perfect.

1/ not sure if so easy, will check

2/ yes, I saw your fight with the ruleset, I will try to come up with something better and post a proposal in a few days
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on November 02, 2016, 12:55:33 am
Much appreciated. I plan to release another bugfix version after the camo is handled better. I think in simplest terms it boils down to night camo and day camo, both modifying enemy's vision range, not being set values - these aren't too good. The set value camo can stay too, for enemies which can be seen only from a very close range, like star gods.

Percentage is another idea, might be good as it doesn't need to separate night and day in the ruleset. But again it might fall on these Star Gods if it's only a single value.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on November 02, 2016, 02:35:05 pm
https://volutar.myds.me/patches.html I think OXCE would greatly benefit from those :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Starving Poet on November 02, 2016, 04:04:00 pm
oh man, that no LoF indicator would be amazing.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 02, 2016, 08:25:32 pm
https://volutar.myds.me/patches.html I think OXCE would greatly benefit from those :)

I wish it was that easy... unfortunately it's not :(
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: robin on November 02, 2016, 10:33:34 pm
https://volutar.myds.me/patches.html I think OXCE would greatly benefit from those :)
shouldn't this stuff be ideally added to vanilla OXC?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ohartenstein23 on November 02, 2016, 11:19:28 pm
Hey Meridian, I've got some tweaks for the interception window, detailed here (https://openxcom.org/forum/index.php/topic,5019.msg73600.html#msg73600).  I'm creating a pull request to 3.3-plus-proto on GitHub if you want to take a look at it.

Edit: Is this the way you prefer to get code suggestions, or should I do it differently?  I don't have much experience contributing to a shared repository, so I don't want these things to be just an annoyance.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 03, 2016, 12:14:28 am
A link to a commit in your repo is enough... I will most probably want to make a few changes, even if just cosmetic myself, so PR is probably not gonna go in 1:1.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 05, 2016, 02:03:03 pm
New version is up.

2016-11-05
 + Added animated inventory wound indicator, more info: https://openxcom.org/forum/index.php/topic,4424.msg73771.html#msg73771
 + Don't react with 0% accuracy or from out of range, more info: https://openxcom.org/forum/index.php/topic,4830.msg73772.html#msg73772
 + Different camouflage at dark and at day/light, more info: https://openxcom.org/forum/index.php/topic,4822.msg73774.html#msg73774
 + Small ufopedia CTD fix/workaround, info: https://openxcom.org/forum/index.php/topic,4058.msg73753.html#msg73753

Download: https://drive.google.com/open?id=0B8itkFQbhj-YTWtuOU1jWDI5akE

@dioxine/solarius/etc: New camouflage was not tested at all... please help.

Also players are advised to wait for next Piratez release, since the new camouflage ruleset is not backwards-compatible.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on November 05, 2016, 02:04:59 pm
Great! I'm not sure if I can do much testing this weekend, but I'll try. Gladly :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: alinare on November 05, 2016, 03:53:07 pm
Hello Meridian:
I do not know if this is possible, or be asking too much, to xcom.  :)
Would it be possible, add something, like hacking xcom 2, for a particular object, for example, a computer affects a determined enemy? It would be something like the psychic control of Xcom, restricted to a particular class of opponent.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 05, 2016, 04:59:04 pm
Hello alinare

Yes, hacking in one form or another, can be implemented.

1/ I don't have a good imagination, so I would need more description of how exactly the weapon/object should work, what enemies it can affect and how, etc. ...
2/ Also, I am not the mod owner (or even a modder), so you would need to ask Dioxine to add it into the game (before I develop the support for it... I generally don't do stuff without modders having interest in it)

Once these two pre-requisites are satisfied, I'll put it on my todo list.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on November 05, 2016, 05:20:00 pm
I don't have any interest in it for the foreseeable future.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on November 05, 2016, 07:45:35 pm
HWP and stationary turrets that are vulnerable to TU drain, panic (firing randomly) or MC by a special hacking attack since they are immune to psi attacks?

Really this would just be defining different classes of units and then making the current psi mechanic be restricted to certain categories of targets.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on November 06, 2016, 02:28:34 am
There are non-psi weapons which can drain TU or panic normally immune units; MC is impossible that way, yes.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: khade on November 06, 2016, 02:49:07 am
I'd like the ability to turn off the lights, specifically in UFOs. Murder in the dark is really fun... when you're not the one being hunted, at least.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on November 06, 2016, 06:49:57 am
There's is already an ability for that. It's called explosives. I haven't put these lights there without a reason.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 06, 2016, 10:06:13 pm
New version is up.

2016-11-06
 + OXCE 3.3 visible distance bug workaround
 + Dogfight improvements (by ohartenstein23), info: https://openxcom.org/forum/index.php/topic,5019.msg73600.html#msg73600

Download: https://drive.google.com/open?id=0B8itkFQbhj-YYmJHT0JGNE51Z0E

Code: [Select]
extraSounds:
  - type: GEO.CAT
    files:
      100: Resources/Sounds/myfire.wav
ufos:
  - type: STR_MY_UFO
    fireSound: 100
extraStrings:
  - type: en-US
    strings:
      STR_UFO_HIT_NO_DAMAGE: "BOUNCED OFF THE HULL!"
      STR_UFO_HIT_GLANCING: "GLANCING HIT!"
ufoGlancingHitThreshold: 0   #default
ufoBeamWidthParameter: 1000  #default
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ohartenstein23 on November 07, 2016, 06:36:27 pm
The numbers I'd suggest for using these tweaks in Piratez are:
Code: [Select]
ufoGlancingHitThreshold: 5
ufoBeamWidthParameter: 51

That sets the threshold for seeing "Glancing Hit!" at 5% the damage it takes to shoot down a craft, and the beam width separates the shippings into almsot a set of classes by damage:
0-50: Light damage - Freighters, Gunboat/Light Gunboat, Cutter, Runabout, etc.
51 - 101: Medium damage - Fighters up through Heavy Gunships
102 - 152: Heavy damage - Corvettes and Cruisers
153 - 203: Even more damage - Gov't Cruisers, Bombers
204 - 254: Seriously?! damage - Battleships

It might also work around 30 or so to further differentiate between the military ships, but the beams start to look really ridiculous if it's set too low.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on November 07, 2016, 07:54:23 pm
Almost identically as me - I gave 5% glancing threshold and beam 50 - Heavy Gunships are something quite else than Gunships, and they do 100 damage. I've also added a special puny sound for <30 damage UFOs (those that can't one-shot even your flimsiest craft), and a special sound for 100+ damage.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ohartenstein23 on November 07, 2016, 09:21:45 pm
Any special sound for the Battleship?  That 200+ is something else entirely :P

@Meridian:  Here's a more formal report than Poet's stream for what I found out with the shotgun bug so far.  When you target a north or west wall, i.e., a wall in the same tile that your is standing in, and the wall is destroyed by one of the pellets, the rest tend to go wildly off in random directions.  I think it has to do with the trajectory calculation targeting the unit's tile once the object is destroyed, I'm working on tracking it down a bit more explicitly.

Edit:  Okay, here's the issue; once the wall is hit by the first pellet, this position, stored as firstPelletImpact is the same as originVoxel - so calculateTrajectory is trying to draw a line between a voxel and that same voxel.  I'm going to try to make a special case to handle this problem, something like setting firstPelletImpact as the clicked-on tile instead if ever originVoxel and _targetVoxel are equal.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ohartenstein23 on November 07, 2016, 10:07:09 pm
I've got a fix that seems to be working for me - I added a check for every pellet to see if its _targetVoxel is the same voxel as _origin, and if it is, switch _targetVoxel back to the first tile you clicked on.  See commit here (https://github.com/ohartenstein23/OpenXcom/commit/46e05aa7e8b8e59801d48420942e063537394288).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: khade on November 08, 2016, 02:15:52 am
I got that bug, in xcom-files, killed the agent 5 squares south of the shooter.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Starving Poet on November 11, 2016, 05:37:32 pm
Is there any reason the the sorting option "First Letter" isn't fully alphabetical?  I mean, it's REALLY close, but not quite. 

"I have approximate knowledge of many things"
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on November 12, 2016, 04:16:29 am
Would it be possible to add 'move sound' as armor property? This can become useful with soldier types being dogs, drones etc., but also critical for 2x2 soldier armors. Or maybe this can added using Yankes' scripts?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on November 13, 2016, 02:14:42 am
Enviromental damage, if set to lethal, causes the game to crash when someone dies. Possibly it's a problem with Commendations, which demand to know the killer :)

Code: [Select]
startingConditions:
  - type: STR_ENVIRO_NASDAC
    environmentalConditions:
      STR_FRIENDLY:
        chancePerTurn: 100
        firstTurn: 2
        lastTurn: 1000
        message: "STR_NASDAC_TXT"
        color: 205
        weaponOrAmmo: "STR_LASER_CARBINE"
        side: -1
        bodyPart: -1
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: khade on November 13, 2016, 02:41:22 am
Can you set the killer as God?  As in act of God?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on November 13, 2016, 02:49:28 am
Commendations do not believe in God.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on November 13, 2016, 03:22:06 am
Commendations do not believe in God.
We need to fix it!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 13, 2016, 10:08:22 am
OK, I'll have a look.
If it's indeed commendations-related, it will probably have to wait until 3.5 upgrade.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on November 13, 2016, 11:46:51 am
Turns out it was my mistake after all; human error :) Sorry!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 17, 2016, 10:10:21 am
New version is up.

2016-11-17
 + Fix for shotguns firing backwards at 1-tile distances
 + Upgraded to OXCE 3.5 -- compatible with latest nightly (from November 9th 2016)

Download (exe): https://drive.google.com/open?id=0B8itkFQbhj-YZU92T0hlcUdPYjQ
Download (data files): in Yankes' OXCE thread, first post

WARNING: This version is not compatible with PirateZ yet!! Please wait until a compatible release.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ohartenstein23 on November 17, 2016, 02:44:57 pm
Hurray! The great merge is finished!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on November 17, 2016, 02:48:02 pm
(https://49.media.tumblr.com/8ac1ef519822067f81b315324494835e/tumblr_n45f7fLcgl1scr19zo1_500.gif)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on November 17, 2016, 04:27:17 pm
Huge Kudos to Yankes and Meridian for the Merge!! You guys are awesome!  I'm looking forward to the time some of these awesome new features start being back ported into the main branch. (No pressure).  ;)  But yeah, I was just doing a little mod checking in New Battle on an August Nightly and was already frustrated missing some of the features like quickly applying armor in with a right click.   Really, the playability improvements practically make this branch a must.  Cheers!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 17, 2016, 04:41:44 pm
Thanks Ivan!

A bit unfortunate example tho :) Right-click armor change was in vanilla since ages :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ivandogovich on November 17, 2016, 05:01:31 pm
 :-[

Heh.  Ok, well I'll take your word for it.  I can vouch for the solid Impression on my part that I was dealing with a Poorer playing experience due to being spoiled by this branch.  "Perception is Reality!" ;)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Zharkov on November 17, 2016, 05:32:30 pm

In case I haven't said this before: I am very impressed by your work!

New version is up.

2016-11-17
 + Fix for shotguns firing backwards at 1-tile distances
 + Upgraded to OXCE 3.5 -- compatible with latest nightly (from November 9th 2016)

Download (exe): https://drive.google.com/open?id=0B8itkFQbhj-YZU92T0hlcUdPYjQ
Download (data files): in Yankes' OXCE thread, first post

WARNING: This version is not compatible with PirateZ yet!! Please wait until a compatible release.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: BTAxis on November 17, 2016, 06:47:01 pm
Hi Meridian,
OXC allows you to re-order soldiers in the craft crew menu by using the mouse wheel on the up/down buttons. OXCE+ adds the same buttons to the main soldiers menu, but the mouse wheel does not work on these. Is it possible to add that functonality?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: khade on November 17, 2016, 09:59:23 pm
I'm pretty sure that's already possible, it's in the settings.  But I could be wrong.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: BTAxis on November 17, 2016, 10:10:02 pm
There is a setting, but it doesn't affect the buttons in the soldiers menu.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 18, 2016, 02:39:46 am
Hi Meridian,
OXC allows you to re-order soldiers in the craft crew menu by using the mouse wheel on the up/down buttons. OXCE+ adds the same buttons to the main soldiers menu, but the mouse wheel does not work on these. Is it possible to add that functonality?

I didn't even know this was possible in OXC. I will add it...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on November 18, 2016, 06:56:07 am
Another humble request:
Could we get hotkey in most screens to open the ufopaedia. "u" isn't bound to much on many screens (buy/sell, for example) and it'd be nice sometimes to be able to consult it. The middle click giving a list of item use on the sell screen is great, btw.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: BTAxis on November 18, 2016, 11:53:41 am
Another humble request:
Could we get hotkey in most screens to open the ufopaedia. "u" isn't bound to much on many screens (buy/sell, for example) and it'd be nice sometimes to be able to consult it. The middle click giving a list of item use on the sell screen is great, btw.
Speaking of which, middle click on items in the stores menu (accessed from the base overview) currently does nothing. I think there's an opportunity there also.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: bladum on November 18, 2016, 05:06:17 pm
@Meridian

i tried to compile your fork with VS2015 64 bit Release using your deps and latests YAML libs (5.3) yet still have errors.

What is latests manual to compile OXCE+ ?

Thanks
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 18, 2016, 06:19:20 pm
It's still the same. Deps are 32bit, so better switch to 32bit Release.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: bladum on November 19, 2016, 04:08:21 pm
thanks its working now.

Any Chance to have OXCE+ related strings added to download seperatly, not just bundled with Piratez mod ? Thanks
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 20, 2016, 09:56:50 am
Any Chance to have OXCE+ related strings added to download seperatly, not just bundled with Piratez mod ? Thanks

Yes, anybody can do that... we just need a volunteer.

Many of them are already in this thread, many can be found via "more info" links, and the rest is in the log file.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: CaptainCorkscrew on November 20, 2016, 01:00:40 pm
I think I encountered a bug with the night vision. When I hold space, the game switches to night vision mode but also cycles to the next soldier.
This is a bit odd already.
In addition, if I press the next soldier button while keeping space pressed then it cycles through the soldiers but leaves some out (even though they have full TUs).

This is with latest OXCE+ 3.3 from git.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ohartenstein23 on November 20, 2016, 03:21:29 pm
Not a bug, it's that space is bound to both next soldier and the NV mode; rebind the key for one or the other in options.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Eddie on November 20, 2016, 04:18:38 pm
We should probably change the default key of nightvision or next soldier.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: clownagent on November 20, 2016, 06:51:06 pm
The sleep and wounded indicators on unconscious units are very useful.

Is it possible to define a 'burning indicator'?

I think I had a few unconscious units who burned to death, because I had no indicator.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on November 20, 2016, 07:30:00 pm
I think I had a few unconscious units who burned to death, because I had no indicator.

Good point.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 20, 2016, 08:24:39 pm
Can someone try if fire extinguisher even works on unconscious units?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: clownagent on November 20, 2016, 08:59:25 pm
Can someone try if fire extinguisher even works on unconscious units?

I tested it. Fire extinguisher works.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: RSSwizard on November 21, 2016, 12:40:12 am
Questions:
for DamageAlter does "toTile" affect damage to all terrain and scenery or just the ground tiles specifically?

For the respective "costAimed" modifiers it said in the documentation it can be represented as a flat rate or percentage, so that means I can have one fire mode as flat rate and another that isnt (ie, dont need to use flatrate=true anymore)?

For example:
Code: [Select]
costAimed:
  Time: 60%
costSnap:
  Time: 15
#always takes a long time to aim, but the faster you are the more snap shots you get
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on November 21, 2016, 10:19:38 am
You can't do it. FlatUse is the thing that tells the game to have all attacks use fixed TU instead of %. It can only be set separately for Melee, Throw and Prime.
Code: [Select]
    flatUse:
      #change how cost of all attacks and use work (flat or percent values).
      time: true      #time units cost is flat or %. Alias of `flatRate`.
      energy: true    #energy unit cost is flat or %. Default `true`.
      morale: true    #morale cost is flat or reduced by bravery. Default `true`.
      health: true    #health points cost is flat or %. Default `true`.
      stun: false     #stun damage applied by atack is flat or % of max health. Default `true`.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: RSSwizard on November 22, 2016, 12:33:30 am
guess it proves there's always room for improvement eh?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on November 22, 2016, 01:26:54 am
guess it proves there's always room for improvement eh?
it not to hard to add this.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on November 22, 2016, 01:55:59 am
The question is, what for...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on November 24, 2016, 12:48:02 am
Another easy but convenient feature request: In gyms, would it be possible to write in red the stats for gals that are at or past the training maximum?

This would enable us to see at a glance who wouldn't benefit from being assigned.

Ex.: A gal is past the cap in TUs, but not in Melee, so her TUs number is written in red, but her
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on November 24, 2016, 12:56:30 am
Another easy but convenient feature request: In gyms, would it be possible to write in red the stats for gals that are at or past the training maximum?

God dammit, that's exactly what I've discussed with Dioxine 2 hours ago.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on November 24, 2016, 02:53:46 am
So that's +2 on my idea?  8)

Hopefully that'll make it happen even sooner!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: BTAxis on November 24, 2016, 11:10:47 pm
Meridian, I noticed that after a mission, if the live containment facilities are full you get the option to transfer the excess captives to another base, but the same is not true if your stores are full. Perhaps this could be added? I think it would be a useful addition especially in light of the fact that when containment is full you get to transfer captives AND equipment.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 24, 2016, 11:15:47 pm
Added to todo list.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: BTAxis on November 24, 2016, 11:34:51 pm
There's something else I wanted to ask, I often find myself hitting ESC when I enabled the quick search field and decide against quicksearching after all, but this does nothing. It would improve usability (at least for me) by quite a bit if ESC canceled the quicksearch immediately.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on November 24, 2016, 11:43:39 pm
Yes! Very much that (ESC on quicksearch!) I've yet to train my fingers to press "enter" then "q" to cancel the search instead of just going for ESC.

Also, items transfer is a good idea for when you have too much loot. +1!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 26, 2016, 12:33:42 am
New version is up.

2016-11-25
 + CTD fix (bad nodes in RMP)
 + CTD fix (mission sites, merge issue)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YRll1RFJMV0lIY2s

@Dioxine: changes needed to upgrade (found so far, there may be more):
  - new data files from OXCE 3.5
  - update Amiga font to new format
  - blaster launcher "waypoints" is now integer, not boolean (also note the plural)
  - remove "KneelButton"... there is already one in vanilla
  - "destroyItem: true" needs to be added where appropriate
  - STR_MAP_GEN_ERROR translation
  - missing trajectory, see below

Code: [Select]
ufoTrajectories:
  - id: CA_SPAWN
    groundTimer: 0
    waypoints:
      - [0, 0, 0]

WARNING: this version is NOT compatible with current version of PirateZ yet! Please wait for new PirateZ release...

Not a bug, it's that space is bound to both next soldier and the NV mode; rebind the key for one or the other in options.

We should probably change the default key of nightvision or next soldier.

Default for "Next soldier" is not space, default is empty (i.e. disabled).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on November 26, 2016, 10:30:07 pm
Meridian, what would happen if I set heatVision at more than normal vision? For example:
Code: [Select]
    heatVision: 80
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on November 26, 2016, 10:42:51 pm
Isn't heat vision a %? As in % of smoke that's ignored?

There are heat vision definitions in Piratez that are well above ~40, which is the vision range (up to 100 for chryssalids).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on November 26, 2016, 10:52:19 pm
Isn't heat vision a %? As in % of smoke that's ignored?

There are heat vision definitions in Piratez that are well above ~40, which is the vision range (up to 100 for chryssalids).

Damn... I completely forgot about the change.

Sorry, I'm an idiot. Please move along.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Starving Poet on November 30, 2016, 03:26:55 pm
Default may not be space for OXC, but it is default with the config shipped with Piratez.  So, for pretty much 99% of people using OXCE+, that's all that matters.



Code: [Select]
keyBattleDeselectUnit: 32
...
keyNightVisionHold: 32

Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 30, 2016, 06:14:27 pm
I am gonna repeat myself but... the config file is a user config file... and should NOT be shipped with the mod.
It messes up all settings and people have real problems when upgrading.
That's all I have to say.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on November 30, 2016, 06:30:18 pm
I am gonna repeat myself but... the config file is a user config file... and should NOT be shipped with the mod.
It messes up all settings and people have real problems when upgrading.
That's all I have to say.

I really don't like it, either. I know it's to ensure that options like Extender Accuracy are enabled, but it's a dirty way to do so. Still, this is the only way.
Meridian, do you think this could be done via ruleset instead? I mean Extender Accuracy. (And if it could, it would have to be a global value, since adding extenderAccuracy: true to every weapon just don't do in such a big mod.)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 30, 2016, 06:38:01 pm
I have a feature on my todo list, to allow modders to override (and make read-only) some of the user settings... mostly in the Advanced tab. So that UI settings like video/audio/shortcuts/etc. can be still changed, but game mechanics like extender accuracy or storage limitations would be enforced.

Other than that, I don't have any good suggestions.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on November 30, 2016, 06:45:32 pm
I have a feature on my todo list, to allow modders to override (and make read-only) some of the user settings... mostly in the Advanced tab. So that UI settings like video/audio/shortcuts/etc. can be still changed, but game mechanics like extender accuracy or storage limitations would be enforced.

Other than that, I don't have any good suggestions.

Well, that would be ideal. Until then, I think Dioxine won't stop distributing the file. :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on November 30, 2016, 06:46:16 pm
I have a feature on my todo list, to allow modders to override (and make read-only) some of the user settings... mostly in the Advanced tab. So that UI settings like video/audio/shortcuts/etc. can be still changed, but game mechanics like extender accuracy or storage limitations would be enforced.

Other than that, I don't have any good suggestions.

That would be much nicer than shipping configs indeed, but I disagree with "read only". What's the point? If someone decides to play Piratez without Extender Accuracy, that's their problem. It's a 1 player game after all. And making the option unchangeable in game doesn't even change much since you can either edit the mod ruleset or make a mod to Piratez that turns off the unwanted options. If you are stupid/are crazy/think you know better/just don't want to bother, you should be able to play how you like.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on November 30, 2016, 07:00:50 pm
That would be much nicer than shipping configs indeed, but I disagree with "read only". What's the point? If someone decides to play Piratez without Extender Accuracy, that's their problem. It's a 1 player game after all. And making the option unchangeable in game doesn't even change much since you can either edit the mod ruleset or make a mod to Piratez that turns off the unwanted options. If you are stupid/are crazy/think you know better/just don't want to bother, you should be able to play how you like.

That's not really so simple. People almost never do things right, not because they don't want to, but because they don't read manuals, don't know how the game works, and there are a lot of chaotic elements resulting. I used to think the same as you, but then I've seen how it really is. So now I support the claim that at least some of the necessary options should be enforced initially.
Or, to rephrase it: I have no problem with people changing options, or rulesets, but the correct ones should be enabled by default.
Perhaps it would be best to change the .exe to make these options enabled at install - after all, who would play with vanilla accuracy? And even then, this person could change the option to fit their perverse desires. Of course it would be a gangbang committed on vanilla-ness, but you know what? I don't care.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on November 30, 2016, 07:09:53 pm
My idea was that "MUST HAVE"s and "MUST NOT HAVE"s would be fixed by modder and unchangeable... and "SHOULD HAVE"s and "SHOULD NOT HAVE"s would be just highlighted in red maybe if different than suggested, but changeable.

Also, the "Reset to defaults" button would reset both... i.e. nothing would be red after reset.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: BTAxis on November 30, 2016, 07:26:42 pm
Or, to rephrase it: I have no problem with people changing options, or rulesets, but the correct ones should be enabled by default.

So basically just supply a config file as per currently, except it's a "defaults" config that gets used if a user config doesn't exist.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ohartenstein23 on November 30, 2016, 07:31:10 pm
Perhaps add support for using two configs - one that's the user's config with all their keybindings and such, then a partial config file that the mod uses to enable certain extended options and built-in mods like extender accuracy?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on November 30, 2016, 08:00:01 pm
My solution would be:
- Ruleset comes with a list of "if a moron installs this, this is what they need" config stuff in it.
- This changes the default values of these options whenever that mod is active.
- Upon a new activation of the mod (from the mod page, not when starting the game and looking in the config to see what mods should be loaded on startup), it also changes the active values to the defaults.

Nothing is enforced, but when starting to use a new mod, the "reboot the game to load mod" also sets the active options to what is needed. This makes a complete transition from [ vanilla with vanilla background and vanilla config ] to [ Piratez with Piratez homescreen and Piratez config ]. If the user then reviews those options, and decides that, no, Extender is crap and they don't want to use it, then they can turn it OFF. And next time they start the game, it will still be OFF because it's not a fresh start. But it was ON at the start, like it should be and ensuring that most users use the mod as intended.

Then video, audio, keybindings, debug mode (which has caused issues in the past when the config had it active and suddenly people couldn't quick save/load) and other such options can be left entirely for the user to decide on.

This is how I would do it. But honestly, I just go fish the mod from the user/mods folder of the zip file and put that into my install of OXCE+ (which runs both XPiratez and XComFiles by swapping data, user and config directories), so this is academic. Since I don't want the great (striving and arguing about what's the best way to do things) becoming the enemy of the good (doing something better than shipping configs), that's my last post on this.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: CaptainCorkscrew on December 01, 2016, 12:33:18 pm
Not quite ideal Arthanor, as it would reset the options on mod loading. This would make switching between mods a PITA.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on December 01, 2016, 06:01:32 pm
Well.. I did say I wouldn't take about this more, but since you're calling me out specifically...

Yes, you activate XComFiles after playing Piratez and boom, the proper XCF options are loaded. You then decide you want to play Piratez some more, activate it and bam, proper Piratez files. How is that not convenient for like... 99% of users? The only one left would be activate vanilla and vanilla options are reset, maybe, but vanilla options are kind of bad so...

If you load a mod that doesn't have special options (say.. one that adds an extra gun and nothing else) then nothing happens. If you load a big mod with important options, the act of enabling it changes your options only the first time you enable it only. That's pretty unintrusive to me.

Especially since, if you play two big mods, the proper way to change between then is by changing user/data/config folders, not swapping in the mod page (which makes you wait to load mods twice), so the options reset would only happen once: when you start using a new mod, unlike what I described above if you are well organized.

And honestly, if you don't want to use the options a mod creator created their mod for, I think the effort should be yours to break it. It should be as easy as possible to play with the proper options, since that's the right way to play. You want to change things? Fine, but do some work yourself.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on December 01, 2016, 07:26:24 pm
Not quite ideal Arthanor, as it would reset the options on mod loading. This would make switching between mods a PITA.

Aren't you keeping a separate OXC install for each major mod you're using??? Strange.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on December 01, 2016, 07:31:25 pm
Aren't you keeping a separate OXC install for each major mod you're using??? Strange.

I know some people don't (like Arthanor), and that's all right, but I also consider it a kind of an extreme sport. :P In other words, there's no need to consider it a mainstream issue - it's 2016, so sacrificing 50 or 100 MB on your hard drive for an extra copy of openxcom is not an issue for anyone.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ohartenstein23 on December 01, 2016, 07:39:02 pm
I have a series of scripts to tell the executable to use a different options.cfg for every major mod, and keep a vanilla copy of options.cfg with all my keybindings and video settings as a base for starting a new mod.  That's why the command line options for OXC were added, no?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on December 01, 2016, 08:30:27 pm
I guess, as Solarius pointed out, compiling on Linux and running with bash scripts to get the user/data/config folder you want for a given executable is considered extreme. Most people with Windows will just have different folders with different installs, like an XComFiles folder which comes pre-packaged with its exe, and XPiratez folder with its own exe as well, etc. Then they make shortcuts to the different exe, instead of soft links to the different scripts that launch the same exe with different folders.

It's less efficient, but indeed, what's 100MB in 2016? And what's that efficiency thing? Or those "script" and "command line" things? It's 2016! Everything comes pre-packaged and pre-arranged so all you have to do is stick your finger onto your (touch)screen, then magic happens! If it doesn't work, tell them computer wizards they're stupid because it doesn't work, then they'll fix it.  ::)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: CaptainCorkscrew on December 03, 2016, 10:44:57 am
I have just played vanilla X-COM for comparison purposes without major issues (a bunch of missing strings due to OXCE+) and am playing Terror from the deep now for the same reason (same thing plus it does not go well with some of Meridians custom colors in for example the production screen).

Why have a mod selection screen at all if you're not supposed to use it?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 03, 2016, 01:16:00 pm
Who said you're not supposed to use it?
I am playing xcom with oxce+ myself, and I have seen a few people using oxce+ for TFTD too.

The strings can easily be added, I think someone even posted them somewhere on this forum.
TFTD support (mostly just colors) will be added in early 2017.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: BTAxis on December 03, 2016, 07:27:01 pm
The strings can easily be added, I think someone even posted them somewhere on this forum.
TFTD support (mostly just colors) will be added in early 2017.

It would definitely help if you had some boilerplate rule for that in the OP though. "Somewhere on this forum" is not such a great resource.

Also, I have to say OXCE+ is remarkably hard to find - it took me pretty long to figure out what the difference between OXCE and OXCE+ was when I first arrived on the OXC modding scene. OXCE+ is mentioned in the OXCE mod, but then searching for it yields nothing - because it's hidden in here, in a thread vaguely called "resources and mods for X-PirateZ". Personally I think this thread should be called something including "OpenXcom Extended Plus", and it belongs in the general modding forum alongside OXCE, as it's not really specific to PirateZ.

Bottom line, OXCE+ could stand to be a little more high-profile.

It's up to you though. I'm just voicing my view on the matter.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Arthanor on December 03, 2016, 07:47:55 pm
Fully agree, although this started as just a way to share mods and music and stuff from the LP, it has grown to be so much more. OXCE+ totally deserves a thread in the modding/experiment section, so others can learn more easily of it and more people can use it (I wouldn't even play vanilla UFO or TftD without it, honestly..). Furthermore, now that XComFiles also uses it, it isn't really a Piratez thing either.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 03, 2016, 08:10:54 pm
It would definitely help if you had some boilerplate rule for that in the OP though. "Somewhere on this forum" is not such a great resource.

You know, I have to search for it too, just like you or anyone else.
Here you go: https://openxcom.org/forum/index.php/topic,5022.msg74118.html#msg74118

Maybe, there is even a better resource, Solarius' XFiles will have strings much more compatible with vanilla.
Let's see if he sees this and can provide his compilation.

Bottom line, OXCE+ could stand to be a little more high-profile.

OXCE+ is still a prototype and is missing exactly the things you are looking for (strings, colors, etc.).
That's why I don't advertise it much... because I don't want people complaining about it.

Good news is that it is at about 90% finished and soon I will create a non-prototype branch, with all the resources necessary.
Q1/2017.

Fully agree, although this started as just a way to share mods and music and stuff from the LP, it has grown to be so much more. OXCE+ totally deserves a thread in the modding/experiment section, so others can learn more easily of it and more people can use it (I wouldn't even play vanilla UFO or TftD without it, honestly..). Furthermore, now that XComFiles also uses it, it isn't really a Piratez thing either.

When time comes, I will ask for a separate "child board" like piratez or area 51... and put all info, resources and documentation into one place.
Q2/2017.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on December 03, 2016, 10:18:41 pm
Here's the less-piratey version of the strings.

I omitted all Piratez-specific stuff, since this is supposed to be vanilla.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: clownagent on December 04, 2016, 02:17:11 pm
I have a small feature suggestion for Ufopedia:

Currently you can use the "rect_text" command to place text anywhere on the screen. However, this works only for CRAFT entries.

It would be useful to enable the   "rect_text" command also for "type_id 7" ufopedia pages (text + background image) to make nice looking entries.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Dioxine on December 04, 2016, 02:32:08 pm
+1
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 04, 2016, 02:47:00 pm
OK, should be no problem.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ohartenstein23 on December 05, 2016, 08:07:06 pm
Hey, got a CTD when using OXCE+ 3.5 to play a vanilla campaign.  In the attached save, use the selected soldier to kill the reaper with AC-I auto shot.  (The mods I'm using are to fill in some of the OXCE+ strings and improved handobs, so I don't think it's one of those)  I also noticed this on a TFTD when killing 2x2 terror units sometimes, but it doesn't always happen.  You can see this in my save by hitting the reaper with a single HC-HE shot, then auto shot with the AC.

I'm posting here first to make sure it's not just an OXCE+ thing before reporting as an OXC bug.

Edit: Even more weirdness - have one of the soldiers still on the skyranger with a HC kill the reaper that's farther away, then you can safely kill the close-up reaper with AC-I without CTD.

More Edit:  Another terror mission, a bit more testing - it seems like if I get the kill with indirect fire or a near miss with explosives, it doesn't crash, but grenades do cause the crash.  Could this be a commendations thing?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 06, 2016, 12:32:28 am
Hey, got a CTD when using OXCE+ 3.5 to play a vanilla campaign.  In the attached save, use the selected soldier to kill the reaper with AC-I auto shot.  (The mods I'm using are to fill in some of the OXCE+ strings and improved handobs, so I don't think it's one of those)  I also noticed this on a TFTD when killing 2x2 terror units sometimes, but it doesn't always happen.  You can see this in my save by hitting the reaper with a single HC-HE shot, then auto shot with the AC.

I'm posting here first to make sure it's not just an OXCE+ thing before reporting as an OXC bug.

Edit: Even more weirdness - have one of the soldiers still on the skyranger with a HC kill the reaper that's farther away, then you can safely kill the close-up reaper with AC-I without CTD.

More Edit:  Another terror mission, a bit more testing - it seems like if I get the kill with indirect fire or a near miss with explosives, it doesn't crash, but grenades do cause the crash.  Could this be a commendations thing?

OXC ... OK
OXCE ... crash
OXCE+ ... crash

I'll report to Yankes.

To reproduce, just take Thomas Muller, go down the ramp and snap shot the Reaper closer to you.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Yankes on December 09, 2016, 12:47:31 am
OXC ... OK
OXCE ... crash
OXCE+ ... crash

I'll report to Yankes.

To reproduce, just take Thomas Muller, go down the ramp and snap shot the Reaper closer to you.
quick fix is add `&& !unit->isOut()` at line `TileEngine.cpp:3256`:
Code: [Select]

if (unit != 0 && !unit->isOut() && unit != excludeUnit && (!excludeAllBut || unit == excludeAllBut) && (!onlyVisible || unit->getVisible() ) )
{
Position tilepos;
Position unitpos = unit->getPosition();
`voxelCheck` calc catch dying unit in moment when is partially removed from map. This cause error in calculation of body part used by `getLoftemps`.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Stoddard on December 10, 2016, 09:10:39 am
---=== Branch 3.5+ ===---

Source code: https://github.com/MeridianOXC/OpenXcom/tree/oxce3.5-plus-proto

Download:
  - Executable(s) for Linux: FIXME


The linux build farm config has been updated to the 3.5 branch, executables are being built and will be available at the usual (https://lxnt.wtf/oxem/) place shortly. Sorry the the lag. If it would be possible to fix some kind of branch, tag or something to point to the latest release in the repository, this would not happen again.

EDIT: Also please don't hesitate to PM me if there's some problem with the builds I failed to notice.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 10, 2016, 11:47:13 am

The linux build farm config has been updated to the 3.5 branch, executables are being built and will be available at the usual (https://lxnt.wtf/oxem/) place shortly. Sorry the the lag. If it would be possible to fix some kind of branch, tag or something to point to the latest release in the repository, this would not happen again.

Thanks.
3.5 is the last prototype branch... I will create one more later in Q1/2017, which should become the permanent reference point (or maybe even use master).

quick fix is add `&& !unit->isOut()` at line `TileEngine.cpp:3256`:

Thank you.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 13, 2016, 12:43:58 pm
OXCE+ missing strings are now available for download here: https://openxcom.org/forum/index.php/topic,5130.0.html
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 13, 2016, 08:24:55 pm
Would it be possible to add 'move sound' as armor property? This can become useful with soldier types being dogs, drones etc., but also critical for 2x2 soldier armors. Or maybe this can added using Yankes' scripts?

By default, the move sound depends on:
- movement type (if walking, play different sound depending on the surface (=tile/map data) being walked on... there are always two sounds played on different movement phases; if flying, just play default flying sound)
- unit's move sound override (doesn't work for xcom soldiers as they are not "units"... if bigger than -1, play sound with that id... e.g. tanks, floaters or snakemen)

I have added moveSound to armor entries too, which will override the unit's move sound.

Code: [Select]
armors:
  - type: STR_DEFENDER_UC
    moveSound: 0 # snakeman

Question: Do you want to override default moving sound for soldiers (based on tile surface) by a single armor move sound as well?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: ohartenstein23 on December 15, 2016, 06:14:11 pm
Hey Meridian, got another CTD, with map generation this time.  Playing a TFTD game, wait for Trition-1 to trail the small USO target to its landing site, then CTD on confirm landing site.  The log says there was at least 1 node culled in the Triton map, so could this be related to the node issues I've been hearing about?

Edit: Using OXCE+ v3.5, with Yankes' fix for the 2x2 unit bug
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 15, 2016, 07:38:17 pm
FYI: I don't get any CTD.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: clownagent on December 18, 2016, 12:00:05 pm
I have feature suggestion regarding globe labels:
- If the labels get a bit long they are cut on both ends (see screen shot). It would be good if there were unlimited space for text or at least a bit more.


- It would be even better if we could set extra labels anywhere on the globe for naming geological formations or anything else.
For earth like planets this is not needed, because everybody can recognize, for example, Africa by its shape. However for new fictional planets it would be useful. For example one could put labels with "Himalaya or Shieldwall" on a rock formation or "Eternal Wastes" on ice formations.

Code could look like:

Code: [Select]
globeLabels:
   -[x-coordinate, y-coordinate, "label-text", font color, zoomlevel]

 
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 18, 2016, 01:48:28 pm
I have feature suggestion regarding globe labels:
- If the labels get a bit long they are cut on both ends (see screen shot). It would be good if there were unlimited space for text or at least a bit more.

I have increased it by 20%.
Also made it 2-lines capable.

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_WINDGAP_COUNTRY: "Windgap\n(Southern Mesa)"

Love the country name "Meridian" :)
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 18, 2016, 02:47:19 pm
I have a small feature suggestion for Ufopedia:
Currently you can use the "rect_text" command to place text anywhere on the screen. However, this works only for CRAFT entries.
It would be useful to enable the   "rect_text" command also for "type_id 7" ufopedia pages (text + background image) to make nice looking entries.

+1

If text_width = 0 (or is not specified at all), rect_text will be used.

Code: [Select]
  - id: STR_SURRENDER
    type_id: 7
    section: STR_ALIEN_RESEARCH_UC
    image_id: BIG_SURRENDER
    text: STR_SURRENDER_UFOPEDIA
    text_width: 0 # was 180
    rect_text:
      x: 95
      y: 130
      width: 145
      height: 60
    listOrder: 29005

#      STR_SURRENDER_UFOPEDIA: "{NEWLINE}{NEWLINE}{NEWLINE}{NEWLINE}{NEWLINE}{NEWLINE}{NEWLINE}{NEWLINE}{NEWLINE}{NEWLINE}{NEWLINE}{NEWLINE}{NEWLINE}Sensible enemies can surrender, if their morale was broken. Units which have panicked or were stunned at least once count as broken. Insensible enemies are often good to eat."
      STR_SURRENDER_UFOPEDIA: "Sensible enemies can surrender, if their morale was broken. Units which have panicked or were stunned at least once count as broken. Insensible enemies are often good to eat."
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on December 18, 2016, 04:01:05 pm
It looks really good!
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 18, 2016, 04:43:33 pm
New version is up.

2016-12-18
---------------
features:
 - support for custom text placement in image+text pedia type: https://openxcom.org/forum/index.php/topic,4187.msg76221.html#msg76221
 - increased country labels from 100px to 120px, possible to use 2 lines too
 - moving sound override per armor: https://openxcom.org/forum/index.php/topic,4187.msg74184.html#msg74184
fixes:
 - fix default number of avatars (8 for vanilla)
 - fix CTD with audio feedback on coup de grace
 - fix for auto-sell storage space calc: https://openxcom.org/forum/index.php/topic,4058.msg76019.html#msg76019
from vanilla:
 - fix scrolling in manufacturing table
 - fix for not finding a correct pedia article by ID: https://openxcom.org/forum/index.php/topic,5047.msg76215.html#msg76215
from OXCE:
 - fix 2x2 unit lighting
 - fix CTD at map resize
 - fix 2x2 dying unit CTD
 - fix 2x2 unit animation bug

EDIT: Download: https://drive.google.com/open?id=0B8itkFQbhj-YczRoWDY5UDE2R3M
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: clownagent on December 18, 2016, 09:08:53 pm
If text_width = 0 (or is not specified at all), rect_text will be used.

Code: [Select]
  - id: STR_SURRENDER
    type_id: 7
    section: STR_ALIEN_RESEARCH_UC
    image_id: BIG_SURRENDER
    text: STR_SURRENDER_UFOPEDIA
    text_width: 0 # was 180
    rect_text:
      x: 95
      y: 130
      width: 145
      height: 60
    listOrder: 29005


Looks good. However, in your example the title is missing.

I tried to make a ufopedia page with this code myself and also lost the title.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 18, 2016, 09:27:26 pm
Yeah, my bad, title was also using the text_width parameter... I just made it 310px wide now (5px padding left and right)... I don't see a reason to limit the title width.

Will upload a fixed version in cca 1 hour.

EDIT: also, in your example, you don't have Type = 7 (imageText)...that's armor entry (Type = 5) if I see correctly... or not?
EDIT2: I guess not, just imageText with a custom palette? The buttons confused me...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: clownagent on December 18, 2016, 09:46:45 pm
EDIT2: I guess not, just imageText with a custom palette? The buttons confused me...

Exactly.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 18, 2016, 09:59:09 pm
New download: https://drive.google.com/open?id=0B8itkFQbhj-YczRoWDY5UDE2R3M
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: clownagent on December 19, 2016, 10:25:52 am
Yeah, my bad, title was also using the text_width parameter... I just made it 310px wide now (5px padding left and right)... I don't see a reason to limit the title width.


This handling of title width is reasonable.

If you want to keep campatibility to vanilla, be aware that at least for one ufopedia entry there was a linebreak in the title (see screenshot), which is now overlaying the image.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 19, 2016, 10:27:32 am
ok, suggestions?

EDIT: ok, changed back... the rect_text info is now applied only when rect_text.width > 0... otherwise all vanilla
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on December 20, 2016, 11:59:44 am
The sleep and wounded indicators on unconscious units are very useful.
Is it possible to define a 'burning indicator'?
I think I had a few unconscious units who burned to death, because I had no indicator.

Added support for unit-burning indicator.

Code: [Select]
  - type: BigStunIndicator
    singleImage: true
    files:
      0: Resources/UnitUI/Zzz.png
  - type: BigWoundIndicator
    singleImage: true
    files:
      0: Resources/UnitUI/Bleed.png
  - type: BigBurnIndicator
    singleImage: true
    files:
      0: Resources/UnitUI/burning.gif
  - type: FloorStunIndicator
    singleImage: true
    files:
      0: Resources/UnitUI/Zzz.png
  - type: FloorWoundIndicator
    singleImage: true
    files:
      0: Resources/UnitUI/Bleed.png
  - type: FloorBurnIndicator
    singleImage: true
    files:
      0: Resources/UnitUI/burning.gif
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on December 20, 2016, 12:40:12 pm
This was actually quite needed, thank you.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: CaptainCorkscrew on December 20, 2016, 04:22:47 pm
I think the fire is a bit odd, especially with the thick black outline. Not having access to the flame I have created a new one. Use it if you like it.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 20, 2016, 04:43:15 pm
New version is up.

2016-12-20
 - unhardcoded minimum accuracy to trigger reaction fire: https://openxcom.org/forum/index.php/topic,4830.msg76356.html#msg76356
 - added unit-on-fire indicator: https://openxcom.org/forum/index.php/topic,4187.msg76347.html#msg76347
 - hotkey to move all remaining ground inventory items from craft to base: https://openxcom.org/forum/index.php/topic,5120.msg76289.html#msg76289
 - manual soldier demote: https://openxcom.org/forum/index.php/topic,5059.msg76277.html#msg76277
 - fixed pedia title width, as discussed above...

Download: https://drive.google.com/open?id=0B8itkFQbhj-YM1hnVGtKVTR0ejQ

WARNING: please note this is still not compatible with newest piratez to date (0.99e3). A compatible version of piratez will be released mid-january, if all goes well

GOOD NEWS: on the other hand, it's already compatible with XcomFiles (0.5 or higher), Dune/LandsOfSand (0.21 or higher) and all vanilla-based mods (FMP, Area51, Hardmode, etc.)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: clownagent on December 22, 2016, 11:24:56 am
I tried to use a linebreak in the country-names  as introduced in the last version.

The funding and graphing screens look a bit weird (see screenshot)

Possible solution:
Use only 1st line of country-name for these screens.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 24, 2016, 03:54:49 pm
Possible solution:
Use only 1st line of country-name for these screens.

Nah, that's really ugly code-wise.
Why do you even need to put the continent name after the country name? Does it have any purpose?

I guess I'll return the country name size to the original again... and put a second label just below it.
And add a possibility to specify the second line like this:
Code: [Select]
  STR_GERMANY = "Germany"
  STR_GERMANY_2 = "(Europe)" # this would be used only on the globe
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: clownagent on December 24, 2016, 07:24:53 pm
Why do you even need to put the continent name after the country name? Does it have any purpose?

It is the only way to let the player know, where a certain region is.

In vanilla you do not have to put a label on Africa, because everyone knows where Africa is.

On the desert planet you have to put in region labels, to show the player where the region is. Sadly region labels do not exist, so I have to use the country labels.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 24, 2016, 07:34:15 pm
It is the only way to let the player know, where a certain region is.
In vanilla you do not have to put a label on Africa, because everyone knows where Africa is.
On the desert planet you have to put in region labels, to show the player where the region is. Sadly region labels do not exist, so I have to use the country labels.

So, if there were region labels, how would they differ from country labels?
Different color?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Dioxine on December 24, 2016, 07:44:02 pm
Labels won't do you much good since there is no way of telling where are its' borders. Using countries as regions makes more sense on a custom planet IMO...
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: clownagent on December 24, 2016, 09:55:21 pm
So, if there were region labels, how would they differ from country labels?
Different color?

Yes different color. Maybe also different zoom level (but this is not so important).

As I mentioned above, the most flexible would be:
It would be even better if we could set extra labels anywhere on the globe for naming geological formations or anything else.
 For example one could put labels with "Himalaya or Shieldwall" on a rock formation or "Eternal Wastes" on ice formations.

Code could look like:
Code: [Select]
globeLabels:
   -[x-coordinate, y-coordinate, "label-text", font color, zoomlevel]



Labels won't do you much good since there is no way of telling where are its' borders. Using countries as regions makes more sense on a custom planet IMO...

I may use polylines for the borders. Polylines are independet of country and region definitions.
Using countries as regions is not so easy, since alien missions are defined only by regions and the regions also appear in the graph screen.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 25, 2016, 01:56:38 pm
Yes different color. Maybe also different zoom level (but this is not so important).

I have reverted all changes to countries and added new extra globe labels.
Extra globe labels can span 2 lines if separated by "\n".

Example:

Code: [Select]
extraGlobeLabels:
  - type: STR_TEST_ME
    labelLon: 260
    labelLat: -40
    labelColor: 10 # blinding red-yellow
    zoomLevel: 0 # no zoom
extraStrings:
  - type: en-US
    strings:
      STR_TEST_ME: "Test me"

As a bonus, countries can also use the labelColor attribute. They ignore zoomLevel attribute tho.

(https://openxcom.org/forum/index.php?action=dlattach;topic=4187.0;attach=25562)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on December 25, 2016, 02:53:10 pm
(https://cdn.meme.am/cache/instances/folder620/49810620.jpg)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 25, 2016, 04:27:23 pm
Meridian, I noticed that after a mission, if the live containment facilities are full you get the option to transfer the excess captives to another base, but the same is not true if your stores are full. Perhaps this could be added? I think it would be a useful addition especially in light of the fact that when containment is full you get to transfer captives AND equipment.

Done.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: BTAxis on December 25, 2016, 08:21:31 pm
And there was much rejoicing.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 26, 2016, 04:29:25 pm
1/ Projectile-weapon basic damage preview... activated by holding ALT key... displayed on crosshair cursor

Damage displayed considers:
a/ base weapon power
b/ power bonus based on soldier's stats
c/ power reduction based on distance
d/ damage distribution (e.g. 0-200%, 50-150% and so on)

It does NOT consider:
- armor of the enemy
- resistances of the enemy
- many secondary OXCE effects (armor effectiveness, immunities, non-heath damage, etc.)

2/ Melee-weapon damage preview... activated by CTRL+M... displayed in a pop-up

Considers weapon's power, power bonus and damage distribution.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Absalom on December 26, 2016, 10:33:02 pm
1/ Projectile-weapon basic damage preview... activated by holding ALT key... displayed on crosshair cursor

Damage displayed considers:
a/ base weapon power
b/ power bonus based on soldier's stats
c/ power reduction based on distance
d/ damage distribution (e.g. 0-200%, 50-150% and so on)

It does NOT consider:
- armor of the enemy
- resistances of the enemy
- many secondary OXCE effects (armor effectiveness, immunities, non-heath damage, etc.)

2/ Melee-weapon damage preview... activated by CTRL+M... displayed in a pop-up

Considers weapon's power, power bonus and damage distribution.

That would be immensely useful.  Does it work with unresearched weapons?  Would make the early game more varied since you could see if a weapon was good before researching it, at which point you generally have something better.

It looks similar to the hit log, which is sadly under featured.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 26, 2016, 11:20:23 pm
That would be immensely useful.  Does it work with unresearched weapons?

It does now... but it shouldn't... I'll change that.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 26, 2016, 11:36:36 pm
New version is up.

2016-12-26
 - added UFO and craft shields and more (by ohartenstein23): https://openxcom.org/forum/index.php/topic,5077.0.html
 - basic damage info for projectile and melee weapons: https://openxcom.org/forum/index.php/topic,4187.msg76715.html#msg76715
 - ability to transfer stuff instead of having to sell it after mission: https://openxcom.org/forum/index.php/topic,4187.msg76674.html#msg76674
 - added support for extra globe labels: https://openxcom.org/forum/index.php/topic,4187.msg76666.html#msg76666
 - night vision color is now a user option
 - two-handed indicator in the inventory: https://openxcom.org/forum/index.php/topic,5153.msg76648.html#msg76648
 - removed showQuickSearch user option (only toggle is available now)
 - fixed score for enemy surrender after aborting a base defense: https://openxcom.org/forum/index.php/topic,4058.msg76376.html#msg76376
 - fixed CTD after aborting base defense/losing a base

Download: https://drive.google.com/open?id=0B8itkFQbhj-YS1V4ZEllM05UUGs
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: legionof1 on December 27, 2016, 12:24:32 am
Here's hoping i dont have to abandon another save due to air combat changes.

Also woot NV in something other then eye stabbing yellow.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Dioxine on December 27, 2016, 12:35:19 am
Nobody likes orange NV. You people are so boring.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on December 27, 2016, 12:43:14 am
Sorry for cluttering the thread... But I think I finally know why orange!

Just look at this:

(https://i.imgur.com/BJLwvE6.jpg?1)

Darth Vader apparently uses the same visual tech... Or he's just so rad that his vision mode was pirated too!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Dioxine on December 27, 2016, 12:58:25 am
Cool people use orange NV, yes.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Cristao on December 27, 2016, 01:42:08 am
New version is up.

2016-12-26
 - added UFO and craft shields and more (by ohartenstein23): https://openxcom.org/forum/index.php/topic,5077.0.html
 - basic damage info for projectile and melee weapons: https://openxcom.org/forum/index.php/topic,4187.msg76715.html#msg76715
 - ability to transfer stuff instead of having to sell it after mission: https://openxcom.org/forum/index.php/topic,4187.msg76674.html#msg76674
 - added support for extra globe labels: https://openxcom.org/forum/index.php/topic,4187.msg76666.html#msg76666
 - night vision color is now a user option
 - two-handed indicator in the inventory: https://openxcom.org/forum/index.php/topic,5153.msg76648.html#msg76648
 - removed showQuickSearch user option (only toggle is available now)
 - fixed score for enemy surrender after aborting a base defense: https://openxcom.org/forum/index.php/topic,4058.msg76376.html#msg76376
 - fixed CTD after aborting base defense/losing a base

Download: https://drive.google.com/open?id=0B8itkFQbhj-YS1V4ZEllM05UUGs

Compatible with XPiratez?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on December 27, 2016, 01:49:21 am
Compatible with XPiratez?

Nope. We have to wait for the new Piratez version.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Absalom on December 27, 2016, 05:42:15 am
Nobody likes orange NV. You people are so boring.

I do like it but would like the option to change for variety's sake
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: KateMicucci on December 28, 2016, 05:08:13 pm
Weapon damage preview is cool. Will it be visible in the inventory screen too?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on December 28, 2016, 07:33:16 pm
Yes, I also came here specifically to thank you for damage values. I haven't had this much fun since introduction of Ctrl+H ;)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ragshak on December 28, 2016, 11:20:52 pm
Is it possible to add hotkey to show Enemy vision range or mark our units that are in vision range of the enemy? For sake of Camo, raids durning nigth and smoke granades.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 28, 2016, 11:53:45 pm
Is it possible to add hotkey to show Enemy vision range or mark our units that are in vision range of the enemy? For sake of Camo, raids durning nigth and smoke granades.

Without considering smoke and custom visibility scripts, maybe.

But it's definitely not something I would like to see in this game. I can recommend a game called Commandos, if you're into that kind of stuff.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: BTAxis on December 29, 2016, 01:23:48 am
Maybe some way to see if a unit is considered illuminated or in darkness, though? In Piratez this can be very hard to tell because there are some really weak light sources (looking at you, Boomfruit), yet for spotting purposes the engine only distinguishes between "fully illuminated" and "in complete darkness".
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on December 29, 2016, 02:35:23 am
There is a simple indicator - did you get shot while standing there? ;)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Dioxine on December 29, 2016, 05:12:13 am
Yeah that'd be too much info as well. Need to play it carefully, don't take risks and get some experience. Build your skill up. I'm all for playing aides, but not to the point where the game tells you everything (like Meridian said, it's not the Commandoes).

Eg. I wouldn't mind an option to see enemy paperdoll and the weapons he's holding (but not his inventory) when selecting him (m-click?). I know the handobs by heart, but it could help many players in threat assesment (and add an opportunity to see them paperdolls outside of MC). The enemy could also have a bleeding icon on them if they're bleeding. I'm assuming just that your soldiers should be easily able to see all these things.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: legionof1 on December 29, 2016, 05:41:07 am
Seeing enemy paperdoll would be interesting. Though i don't see much value in knowing if a standing foe is bleeding/wounded.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Dioxine on December 29, 2016, 05:49:23 am
Possibly there isn't much value to it, in most cases. However such damage effect should be logically visible.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: KateMicucci on December 29, 2016, 05:57:54 am
More useful would be an indicator of whether a hit did any damage or not. But there's the advisor for that.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Absalom on December 29, 2016, 10:02:09 am
Yeah that'd be too much info as well. Need to play it carefully, don't take risks and get some experience. Build your skill up. I'm all for playing aides, but not to the point where the game tells you everything (like Meridian said, it's not the Commandoes).

Eg. I wouldn't mind an option to see enemy paperdoll and the weapons he's holding (but not his inventory) when selecting him (m-click?). I know the handobs by heart, but it could help many players in threat assesment (and add an opportunity to see them paperdolls outside of MC). The enemy could also have a bleeding icon on them if they're bleeding. I'm assuming just that your soldiers should be easily able to see all these things.

Seeing enemy paperdoll would be interesting. Though i don't see much value in knowing if a standing foe is bleeding/wounded.

Usually you can make out whether an enemy is holding shotgun, pistol, big gun, w/e but occasionally it's block by terrain hiding the unit sprite.  In such cases, it would be extremely useful.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: CaptainCorkscrew on December 29, 2016, 04:20:19 pm
More useful would be an indicator of whether a hit did any damage or not. But there's the advisor for that.

The current hit indicator (CTRL+H) is useless half of the time, some improvement would indeed be good.
Main issue: reaction fire overwrites your fire.
I think there are some edge cases as well.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 29, 2016, 05:07:28 pm
The current hit indicator (CTRL+H) is useless half of the time, some improvement would indeed be good.
Main issue: reaction fire overwrites your fire.
I think there are some edge cases as well.

The idea behind the hit log was:
1/ to find out if you hit or missed... in some cases it is hard to see visually (e.g. bows)
2/ to find out if a particular weapon is doing any damage at all to a particular enemy (mostly when you're seeing a new enemy and/or using a weapon for the first time)

I never meant hit log to be a way of counting how much damage has been done to the enemy already... that can be considered cheating and is discouraged.
Normal usage of hit log is maybe a few times per mission (or less)... definitely not after each shot.

Yeah that'd be too much info as well. Need to play it carefully, don't take risks and get some experience. Build your skill up. I'm all for playing aides, but not to the point where the game tells you everything (like Meridian said, it's not the Commandoes).

Eg. I wouldn't mind an option to see enemy paperdoll and the weapons he's holding (but not his inventory) when selecting him (m-click?). I know the handobs by heart, but it could help many players in threat assesment (and add an opportunity to see them paperdolls outside of MC). The enemy could also have a bleeding icon on them if they're bleeding. I'm assuming just that your soldiers should be easily able to see all these things.

Voila.

M-click to open.
Works only on visible units (i.e. no black clicking) or in debug mode.

L-click or R-click to close.
M-click on weapon to show Bootypedia.

Background is configurable, sprite name "AlienInventory".

EDIT: bleeding indicator is the same as for inventory big obs

EDIT2: after some discussion, added the name as well... it's spoiled on other places anyway, no big deal
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ivandogovich on December 29, 2016, 05:29:05 pm
Voila.

M-click to open.
Works only on visible units (i.e. no black clicking) or in debug mode.

L-click or R-click to close.
M-click on weapon to show Bootypedia.

Background is configurable, sprite name "AlienInventory".

Amagerd!!  I want to have your Children!! <3 <3
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: clownagent on December 29, 2016, 05:29:31 pm
The current hit indicator (CTRL+H) is useless half of the time, some improvement would indeed be good.
Main issue: reaction fire overwrites your fire.
I think there are some edge cases as well.

Yes, (CTRL+H) should omit enemy reaction fire.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 29, 2016, 05:41:23 pm
Yes, (CTRL+H) should omit enemy reaction fire.

Anyone (besides me) who finds it useful to log reaction fire, speak now (24h from post timestamp)... otherwise I'll submit to group pressure.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Absalom on December 29, 2016, 07:34:09 pm
The idea behind the hit log was:
1/ to find out if you hit or missed... in some cases it is hard to see visually (e.g. bows)
2/ to find out if a particular weapon is doing any damage at all to a particular enemy (mostly when you're seeing a new enemy and/or using a weapon for the first time)

I never meant hit log to be a way of counting how much damage has been done to the enemy already... that can be considered cheating and is discouraged.
Normal usage of hit log is maybe a few times per mission (or less)... definitely not after each shot.

Voila.

M-click to open.
Works only on visible units (i.e. no black clicking) or in debug mode.

L-click or R-click to close.
M-click on weapon to show Bootypedia.

Background is configurable, sprite name "AlienInventory".

EDIT: bleeding indicator is the same as for inventory big obs
Bravo!  Looks fantastic....  Do brigands (or highwaymen, can't recall) have a chance to spawn with a self charging laspistol?  Referring to your picture.  Because one game I got really lucky in the early game and looted one but can't remember where.

Anyone (besides me) who finds it useful to log reaction fire, speak now (24h from post timestamp)... otherwise I'll submit to group pressure.

I do.  Why can't the log keep past messages it has already outputted?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: BTAxis on December 29, 2016, 08:24:42 pm
I never meant hit log to be a way of counting how much damage has been done to the enemy already... that can be considered cheating and is discouraged.
Normal usage of hit log is maybe a few times per mission (or less)... definitely not after each shot.

I do use it way more than that. Not after each and every shot (if an enemy dies there's no need), but definitely to check if I'm doing damage at all with my weapons. Also to count how many targets I hit with AoE attacks.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 29, 2016, 08:42:01 pm
I can't do anything against it, so enjoy it, if you find it ok.

For me, it's like counting cards in a casino... and I won't be supporting such unintended usage by extending the functionality of the hit log even more.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: BTAxis on December 29, 2016, 09:00:29 pm
I dunno, to me it feels pretty similar to using the geoscape info graphs to figure out where the UFOs are. The information is there, so why not make use of it?

That said I'm not that attached to it - if you were to remove the whole log at some point, I'd just shrug and move on.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: KateMicucci on December 29, 2016, 09:13:15 pm
Do brigands (or highwaymen, can't recall) have a chance to spawn with a self charging laspistol?  Referring to your picture.  Because one game I got really lucky in the early game and looted one but can't remember where.
Savvy gals on the blue ferry ships sometimes have them.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: khade on December 30, 2016, 01:50:57 am
I use the hit log to see if the attack did damage and to check for high damage attacks, because those are awesome.  I'm not organized enough to make use of it in a card counting way, but I see no reason why others can't benefit if they want.  If they need RP reasons, you could look at it as the physical damage being visible.

I don't have an active use for the logging of reaction fire, but it getting in the way of my getting information on the attack amuses me a great deal.  I vote to leave it.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: davide on December 30, 2016, 10:52:32 am
I have had a look to  your commit about craft shield
https://github.com/MeridianOXC/OpenXcom/commit/490ceffa7e8efc70bc6a8dbdd3bbb7ab9c1ebfdb (https://github.com/MeridianOXC/OpenXcom/commit/490ceffa7e8efc70bc6a8dbdd3bbb7ab9c1ebfdb)

This made me remember that XCom Apocalypse have other craft equipments:
https://www.ufopaedia.org/index.php/Vehicle_Equipment_(Apocalypse) (https://www.ufopaedia.org/index.php/Vehicle_Equipment_(Apocalypse))

(https://lparchive.org/X-COM-Apocalypse/Update%2039/xcoma002.png)

in particular the Missile Evasion Matrix, the Cloaking Field and the Weapons Control System

Following the changes related to the shields maybe you could made new changes  for raise the probability of evasion that the craft will be hit as example.

The next step, such as XCom Apoc, could be the feature to add Craft Equipments items to the craft ... (there is the 4-craft-weapons option that could be useful for it)

Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 30, 2016, 11:42:33 am
in particular the Missile Evasion Matrix, the Cloaking Field and the Weapons Control System

Following the changes related to the shields maybe you could made new changes  for raise the probability of evasion that the craft will be hit as example.

The next step, such as XCom Apoc, could be the feature to add Craft Equipments items to the craft ... (there is the 4-craft-weapons option that could be useful for it)

This is all possible already... unless I have misunderstood something.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: davide on December 30, 2016, 04:34:23 pm
I apologize but the release note is date based and I could miss the features. :-[

It would be a useful release notes divided by topics ;)




Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 30, 2016, 04:51:43 pm
I apologize but the release note is date based and I could miss the features. :-[

It would be a useful release notes divided by topics ;)

No need to apologize... my documentation is crap, that's no secret.

Most of it (e.g. "missile evasion matrix" or "weapons control system") is implemented already in Yankes' OXCE, that's why it is not mentioned in my release notes.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Dioxine on December 30, 2016, 05:18:46 pm
Following the changes related to the shields maybe you could made new changes  for raise the probability of evasion that the craft will be hit as example.
The next step, such as XCom Apoc, could be the feature to add Craft Equipments items to the craft ... (there is the 4-craft-weapons option that could be useful for it)

Dude that's in for like, 2 years?... ever heard of Piratez' Thrusters and Targeters?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: davide on December 30, 2016, 06:35:43 pm
I apologize but I have not play PirateZ too :-[

I will do it sure in the future :P
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Dioxine on December 30, 2016, 07:21:11 pm
Mind blown :) But well, there is no easily accessible documentation so no wonder that requests get repeated...
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 31, 2016, 04:57:06 pm
New version is up.

2016-12-31
 - tech tree viewer spoiler protection (user option): https://openxcom.org/forum/index.php/topic,3626.msg76960.html#msg76960
 - paperdoll is clickable now (L/R/M-click and tooltip with optional armor weight)
 - more M-clicks (buy/sell/transfer GUIs)
 - manufacturing dependencies now opened via R-click (instead of M-click) on sell GUI
 - M-click in Select Armor popup window
 - fixed healing mind-controlled enemies (now possible)
 - alien inventory GUI: https://openxcom.org/forum/index.php/topic,4187.msg76841.html#msg76841
 - some fixes to ufo/craft shields: https://openxcom.org/forum/index.php/topic,5077.0.html
 - weapon damage info displayed only when pedia article is unlocked: https://openxcom.org/forum/index.php/topic,4187.msg76734.html#msg76734

Download: https://drive.google.com/open?id=0B8itkFQbhj-YSUFybnVHNTZtbEU

Happy New Year!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: karadoc on December 31, 2016, 05:06:52 pm
You've been making rapid progress with some serious improvements. Nice work!  :)

EDIT2: after some discussion, added the name [to the alien inventory screen] as well... it's spoiled on other places anyway, no big deal
This will make capturing a coordinator a lot easier. Was that a conscious decision which came up in your discussion?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: clownagent on December 31, 2016, 06:33:04 pm
With the newest version I received an error message on mission start (see screenshot).

The log file showed:

[31-12-2016_17-22-36]   [INFO]   Bad node in RMP file: ROUTES/FLYER-05.RMP Node #22 is outside map boundaries at X:9 Y:20 Z:3. Culling Node.
(it is an original TFTD file)

In map view I could not find this node to repair it.

Is there any possibilty to fix the bad node without making a completely new route file?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on December 31, 2016, 07:31:36 pm
In such cases I always scrap the .RMP file completely and make a new one from scratch... It's very little work, and TFTD routemaps are horrible anyway.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 01, 2017, 02:18:12 pm
This will make capturing a coordinator a lot easier. Was that a conscious decision which came up in your discussion?

Yes, it has been discussed.
Btw. there is even an extra mod for that in the official delivery (the girl from mars sprite for SGC).
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Eddie on January 01, 2017, 07:59:29 pm
Good job and thank you alot for the recent updates.

On alien Paperdolls: How about displaying also armor values and resistances when the related pedia article is unlocked? Name could also be unlocked by pedia article.

Some further ideas for the weapon damage display: In the CTRL+M Window, also display damage type. If too long, use abrreviation (prc for pirecing, pls for plasma, stn for stun). Display secondary damages (ToHealth, ToStun) as +x% dmg or stn. These numbers are kind of important for weapons which have high modifiers here like the ball bat or the poisoned knive.

So for the poisoned knive, the display would read: 20-40 cut +100% dmg  (cut for cutting damage)
Or pipe: 30-60 cnc +62,5% stn  (cnc for concussive damage)

I'm not sure about the "dmg" though. For the ballbat, that display could be misleading (20-40 stn + 75% dmg), in the way that people might think the +75% dmg is additional stun damage. Using "hp" instead looks like it would heal (+75% hp), and "hlt" for health is not intuitive enough.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 01, 2017, 09:42:12 pm
On alien Paperdolls: How about displaying also armor values and resistances when the related pedia article is unlocked?

M-click in next version.

Name could also be unlocked by pedia article.

Not everything has pedia articles... in vanilla basically nothing (e.g. there is no article for let's say Sectoid Medic).

Some further ideas for the weapon damage display: In the CTRL+M Window, also display damage type. If too long, use abrreviation (prc for pirecing, pls for plasma, stn for stun). Display secondary damages (ToHealth, ToStun) as +x% dmg or stn. These numbers are kind of important for weapons which have high modifiers here like the ball bat or the poisoned knive.

So for the poisoned knive, the display would read: 20-40 cut +100% dmg  (cut for cutting damage)
Or pipe: 30-60 cnc +62,5% stn  (cnc for concussive damage)

I'm not sure about the "dmg" though. For the ballbat, that display could be misleading (20-40 stn + 75% dmg), in the way that people might think the +75% dmg is additional stun damage. Using "hp" instead looks like it would heal (+75% hp), and "hlt" for health is not intuitive enough.

Certainly not there.
Most of it doesn't even belong to Pedia.
But there will be a "Stats for Nerds" button in the Pedia in the future, with all info from the ruleset.

Btw. it looks easy (even in your examples), but there are so many variables that it would become totally unreadable and potentially very very very very very long to display everything.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Eddie on January 02, 2017, 12:13:45 am
Maybe some way to see if a unit is considered illuminated or in darkness, though? In Piratez this can be very hard to tell because there are some really weak light sources (looking at you, Boomfruit), yet for spotting purposes the engine only distinguishes between "fully illuminated" and "in complete darkness".

I would vote for having an illumination indicator. The most useful way would be like the nightvision color change at the press of a button, but only for illuminated tiles that you can see. This is kind of counter intuitive as you should see illuminated tiles anyway, but that is not always the case depending on terrain. The problem here is not the light source but the palette of some terrains. See the attached picture. The selected girl, Lyrical Ox, is fully illuminated. The tile next to her is not. There is no graphic difference between the tiles, because the palette does not have enough colors to display it. The only way to know whether there is light on that tile or not is to look at the light source, guess what it's light radius is and then count tiles.

Counting tiles is not fun, but you have to do it from time to time. I do it in night missions, when I want to know if I'm far enough from the enemies or not. I would welcome an indicator for sight distance of enemies (if enemy is researched), because it would save me from counting tiles.
I have other distances that I sometimes would like to know (snapshot range for example). Maybe some kind of universal distance tool can be programmed to eliminate any form of tilecounting? Press button, then a popup window presents you some choices:
1. Show distance circle of [enter value] tiles around selected friendly unit
2. Show distance circle of [enter value] tiles around spotted enemy units
3. Show light radius of light sources
Another hotkey to display the last choice, so you don't always have to go through the choice menu.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 02, 2017, 12:30:25 am
How do you know Lyrical Ox is fully illuminated? (my guess is she's not) ...and what is the light source?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: legionof1 on January 02, 2017, 01:18:57 am
Yeah she counts as illuminated. The boom fruit in the trees to the right is the light source. The definition of illuminated as light level 9 is fine as an arbitrary dividing line between "day/night". However the engine can't make that apparent to the user on darker palettes because of number of color limitations.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 02, 2017, 02:32:08 am
I see only black, no boom fruit... @Dioxine can you see anything / confirm / disprove?

How far from her is that boom fruit? How many tiles? Which direction?

And what is the deal with "darker palettes"? ? ? There is only ONE single battlescape palette in this game... I'm totally confused.

PS: do we have a save for this screenshot?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: legionof1 on January 02, 2017, 05:48:55 am
True palette is not quite the correct term. What we are talking about in truth is how incremental lighting levels are handled on the very dark end of the pallet(blacks, greys, dark blues, ect). A single line shift of shade per light level is meaningless when the base color is already so dark as to render shades almost unnoticeable to human vision. Unless you sharply turn up the contrast and brightness of your monitor. Different monitor settings for a specific set of cases in a specific game is a pain in the ass for the end user.

Case in point most people can't see anything in the screenshot we are presently addressing. I only know the likely scenario and what to look for from personal experience with the problem.

As too specifics the boom fruits are 4-6 away. One almost directly right, the second a 2-3 tiles south and 1-2 right of the first. There may be more behind tree trunks that we cant see.

Boom fruits produce just barely sufficient light to illuminate a few squares around them above the lvl 9 threshold the game counts as day. The end result is a visual mismatch. The reality is that your gal can be seen at full daytime range but you can't make out what the hell shes wearing or wielding
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: karadoc on January 02, 2017, 07:49:55 am
Based on that, it sounds like something should be changed...  here are some options which come to mind. (Maybe none of these are good options. I'm just throwing some ideas out there.)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Starving Poet on January 02, 2017, 04:03:55 pm
It's the level 'shade' value that causes this problem.  I have this problem with the default shading of base assaults such that I literally can't see girls who aren't wearing armor.  I know they are meant to be moody, but I am, apparently, slightly color blind, because they all melt together.

I was thinking about karadocs number 3 last night -  it would require a total rework and would deviate from the original game, but - in my opinion - so does shading.

One way to do it would be to give each tile a visual range modifier based on whether the light is below the darkness threshold.  Negative for darkness, positive for light, capped at max view.   Now that we have the new light engine this would also allow us to have dark ufo interiors in the middle of the day.  What we would need, however, is a visual indicator of 'darkness' - and that can be solved with a literal fog - modified static smoke graphic.   

NV armor would then lower the penalty for the visual range modifier.

Take for example 40 day (max vision) and 9 NV.
A full dark tile would have a penalty of -4.5.  Which means at the 10 tile, the visibility value would be zero.

Sniper Armor would lower the penalty to -2 - giving us 20 tiles of NV.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 02, 2017, 04:20:53 pm
I am not gonna "rework" anything... I can already say that much.
I won't take the burden of maintaining/merging such big changes on my shoulders. (Not to mention I don't agree with those changes)

All I know is that in vanilla, we don't have any such problems.

Maybe, all this can be easily solved by using only "no light" and "bright-light"... I mean:
1. if boom fruit is not supposed to illuminate, then let it have no light
2. if boom fruit is supposed to illuminate, then let it have a light bright enough to actually illuminate... common sense, right?

I mean just think about it... we are trying to make a "light/illumination indicator" by using something else than "light/illumination"? That's really where my patience ends. Either use the light properly, or don't use it.

As for base defense, the maps worked fine before the new light engine which doesn't allow light/illumination to pass through walls.
If PirateZ wants to continue using the new light engine, it should add a ton of new light sources on the map, to achieve acceptable illumination levels... so far I have heard only complaints, and everyone is playing these missions with NV (because it's f*cking too dark)... which is not what we want! I mean, gals are working and living in those bases... there SHOULD be enough light, howgh.

Sometimes easy solutions are the best solutions. K.I.S.S.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Dioxine on January 02, 2017, 05:05:03 pm
Going from dynamic light to fog sounds like going backwards...

As for the boom fruits, their lighting adds to the atmosphere while increasing chaos. I can't see what's wrong with them. If you're unsure if you're illuminated or not, accomodate your tactics accordingly. Darkness usually favorizes you, so what's the problem?

Agreed about the base, needs a little more light, but reworking base tiles/maps isn't a work for a single day.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 02, 2017, 05:12:56 pm
As for the boom fruits, their lighting adds to the atmosphere while increasing chaos. I can't see what's wrong with them. If you're unsure if you're illuminated or not, accomodate your tactics accordingly. Darkness usually favorizes you, so what's the problem?

Great, I think that answers all the questions about that screenshot above... it works as intended.
More than fine with me... little chaos is always welcome.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: karadoc on January 03, 2017, 12:06:50 am
As for the boom fruits, their lighting adds to the atmosphere while increasing chaos. I can't see what's wrong with them. If you're unsure if you're illuminated or not, accomodate your tactics accordingly. Darkness usually favorizes you, so what's the problem?

From my point of view, the problem is that tiles which (to me) appear to be in total darkness can be treated as fully illuminated.

I don't mind much if the system is binary, or if I'm sometimes a bit unsure about which tiles are dark enough. But I think this particular case is extreme. I wasn't unsure - but I was wrong. The screenshot is basically just black. I don't see any light anywhere; but yet apparently the game treats one of the soldiers as illuminated. It's just bizarre. (Maybe it would have been more clear from playing rather than just from a screenshot. I don't know.)

I'm not going to be upset if it isn't changed, but I do think it's something that could be improved.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: legionof1 on January 03, 2017, 12:44:22 am
Boom fruits providing light is fine and i do like them being apart of steel tileset. The issue is as Karadoc notes that tiles being treated as full day when the player cant make out anything is actually there under most user setups. This is the sort of problem modern games handle with a gamma slider but we dont have that luxury.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Absalom on January 03, 2017, 10:59:49 am
Not sure where else to ask this so forgive me if off topic.

Let's say I wanted a feature wherein prisoner's are robbed/enslaved etc as soon as they are available to prevent going into the manufacturing screen after every mission.  Where would I start implementing this?

I have tried googling all available documentation but they generally point to manufacturing rulesets or product.dat, not the actual manufacturing code itself.  Is it located inside the executable?  Now, as infinite manufacturing and auto sell were added to the base game, I suspect auto-prisoner processing would be possible, I'm just not sure where to start looking.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: karadoc on January 03, 2017, 11:06:57 am
Auto processing would certainly be possible - but it's a lot more complex than auto-sell, or infinite manufacture; because unlike those other things, there are are several micromanagement decisions which need to be made by the player in order to process the prisoners. For example, how many runts to assign, which current process to remove those runts from; start immediately, or wait until current projects are complete, etc.

Because of this, I don't expect auto-processing of prisoners will become a feature any time in the near future. It would be a significant amount of work to implement, and it would be potentially difficult to integrate into the UI in a useful form. So unless there are other major automation features added to the manufacturing system, I don't think auto-processing of prisoners will happen.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 03, 2017, 11:09:13 am
Let's say I wanted a feature wherein prisoner's are robbed/enslaved etc as soon as they are available to prevent going into the manufacturing screen after every mission.  Where would I start implementing this?

It would be a change in the code (executable).

You would need to create the manufacturing projects in/during the mission debriefing (class src/Battlescape/DebriefingState.cpp).
Make sure to make it optional.

PS: most manufacturing code is located in classes: src/Basescape/*Manufacture*State.cpp
PS2: if you expect somebody else to do it for you, see post above (from karadoc) first
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: just_dont on January 03, 2017, 01:32:23 pm
Question: do we have a hotkey to remove all equipment from a craft?
I found out that I'm spending way too much time managing craft's inventories (especially in times when you mass-upgrade your equipment).
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 03, 2017, 01:34:42 pm
Question: do we have a hotkey to remove all equipment from a craft?

Yes, press X.
(or anything you have bound to "clear inventory")
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 03, 2017, 06:43:33 pm
There's something else I wanted to ask, I often find myself hitting ESC when I enabled the quick search field and decide against quicksearching after all, but this does nothing. It would improve usability (at least for me) by quite a bit if ESC canceled the quicksearch immediately.

1/ ESC on normal text edit components will:
- remove all text
- move caret to beginning
- keep the focus in the component

Tip: you can use this to quickly delete a soldier's name when you want to rename him/her

2/ ESC on quick search component will:
- remove all text
- move caret to beginning
- remove focus from quick search
- perform quick search with empty string (i.e. show everything)

Note: ESC on quick search won't toggle it off... ESC does what you can do manually by holding backspace to remove all text and then pressing enter to lose focus and perform search
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Absalom on January 05, 2017, 02:41:01 am
Auto processing would certainly be possible - but it's a lot more complex than auto-sell, or infinite manufacture; because unlike those other things, there are are several micromanagement decisions which need to be made by the player in order to process the prisoners. For example, how many runts to assign, which current process to remove those runts from; start immediately, or wait until current projects are complete, etc.

Because of this, I don't expect auto-processing of prisoners will become a feature any time in the near future. It would be a significant amount of work to implement, and it would be potentially difficult to integrate into the UI in a useful form. So unless there are other major automation features added to the manufacturing system, I don't think auto-processing of prisoners will happen.

Yes I anticipate a long difficult road.  Will report any progress in a new thread.

It would be a change in the code (executable).

You would need to create the manufacturing projects in/during the mission debriefing (class src/Battlescape/DebriefingState.cpp).
Make sure to make it optional.

PS: most manufacturing code is located in classes: src/Basescape/*Manufacture*State.cpp
PS2: if you expect somebody else to do it for you, see post above (from karadoc) first

Alright thanks I will start there.  Though I think I will start from the idea of having the relevant manufacturing projects already started, just "paused" due to lack of materials, and instead making a check at every debrief if relevant materials have arrived, and if so, to transfer a previously specified number of runts to the project, and then cycling them back to any other project in the list.

I will have to wait until I see the code itself until I decide which option is more feasible.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 05, 2017, 10:28:55 pm
The current hit indicator (CTRL+H) is useless half of the time, some improvement would indeed be good.
Main issue: reaction fire overwrites your fire.
I think there are some edge cases as well.

After Yankes introduced reaction scripting (not sure when exactly that happened) the hit log was logging reactions (a LOT) even if there were none.
I have fixed it today.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Absalom on January 05, 2017, 10:48:52 pm
After Yankes introduced reaction scripting (not sure when exactly that happened) the hit log was logging reactions (a LOT) even if there were none.
I have fixed it today.

Ja it was a bit of a cheat.  Your gals would suddenly stop and you'd check the log and sure enough, reaction fire check for someone you didn't see.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 05, 2017, 10:56:59 pm
Ja it was a bit of a cheat.  Your gals would suddenly stop and you'd check the log and sure enough, reaction fire check for someone you didn't see.

That's a different issue (with reactions) :) Fixed already some time ago...

Today I fixed an issue with hit log itself. When you did a melee attack, the hit log showed almost always "reaction fire..." even if there was none, instead of the damage you dealt.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Yankes on January 05, 2017, 11:46:38 pm
That's a different issue (with reactions) :) Fixed already some time ago...

Today I fixed an issue with hit log itself. When you did a melee attack, the hit log showed almost always "reaction fire..." even if there was none, instead of the damage you dealt.
This is because now melee can cause reactions, all machinery run until in last moment when script say "stop!" and unit obey default behavior.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 05, 2017, 11:50:02 pm
This is because now melee can cause reactions, all machinery run until in last moment when script say "stop!" and unit obey default behavior.

Yup, I just didn't notice it... and git merged it incorrectly without merge errors. Happens sometimes.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 06, 2017, 09:24:23 pm
New version is up.

2017-01-06
 - 10 new damage/resistance types: https://openxcom.org/forum/index.php/topic,4830.msg77276.html#msg77276
 - facilities required for research added to tech tree viewer
 - fixed hit log bug (falsely showing reaction fire after melee attack)
 - info message now says which craft are allowed (for a given mission), see screenshot
 - ability to override default action on facility R-click
 - various item sounds support random selection from a list
   (fireSound, hitSound, hitMissSound, meleeSound, meleeMissSound, psiSound, psiMissSound, meleeHitSound, explosionHitSound)
 - ESC cancels quick search (or quickly removes text in other TextEdit components): https://openxcom.org/forum/index.php/topic,4187.msg77145.html#msg77145
 - ESC to close alien inventory
 - M-click in alien inventory (on paperdoll/armor)
 - ability to enable/disable mind shield in base view (R-click)

Code: [Select]
STR_STARTING_CONDITION_CRAFT: "The ship is no good for a mission like that, Cap'n!{NEWLINE}{NEWLINE}Allowed ships: {0}"

Code: [Select]
facilities:
  - type: STR_TOILET
    rightClickActionType: 1
# 0=default, 1 = prison, 2 = manufacture, 3 = research, 4 = training, 5 = psi training, 6 = soldiers, 7 = sell, 8+ = go to geoscape

Code: [Select]
items:
  - type: STR_JUKEBOX
    fireSound: [100,101,102,103,104,105,106]
    ...
    ...
#supported: fireSound, hitSound, hitMissSound, meleeSound, meleeMissSound, psiSound, psiMissSound, meleeHitSound, explosionHitSound

Download: https://drive.google.com/open?id=0B8itkFQbhj-YRko4SmV5VHNSOFk
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on January 08, 2017, 06:49:02 pm
I found a small bug concerning training. If I transport a craft to another base with people on board, and these people are training in a gym/dojo, they are still in training even if the new base has not enough training slots. (It shows negative amount of free training positions.)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 18, 2017, 11:02:54 pm
New version is up.

2017-01-17
 - Fix for craft shield rendering
 - Alien Inventory improvements (more space for 2x2 units, no slot labels, civilian types)
 - Hide alien tech level in New Battle GUI if not needed
 - Fix murderer confusion (various bugs in diaries, commendations, morale recovery, etc.)
 - Fix for reservedSpace (mod size metadata): https://openxcom.org/forum/index.php/topic,2915.msg77485.html#msg77485

Download: https://drive.google.com/open?id=0B8itkFQbhj-Yc2JZQWlETnEtRlE
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Moon_Dew on January 19, 2017, 05:35:05 pm
How do I install this?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Breki on January 19, 2017, 11:28:46 pm
How do I install this?

Download from this link:

https://drive.google.com/open?id=0B8itkFQbhj-Yc2JZQWlETnEtRlE

Replace the .exe from the downloaded file with the one in your OpenXcom folder. But take note that it won't work with current version of Piratez. You will have to wait for version 0.99F for that.

Vollah :)

Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: robin on January 21, 2017, 11:34:28 am
I mostly worked on tiles for the last year (maybe more) so I'm completely out of the loop / I forgot everything. I'd need some basic info:

To install I need to unzip the OXCE+ exe inside a OXC-Extended installation and launch the game using it? Or a OXC-vanilla installation?
Is there a ruleset reference for this? Is it the one inside the OXC-Extended readme? I don't want to bother you coders for every little thing. (I guess I should study what X-Piratez is doing in its ruleset).
Finally, could someone point me to the basic things I need to look for to port a mod from OXC vanilla? I remember there was something about weapon reload cost, that it accounted for the cost of bringing the item to the hand slot?
Thanks.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 21, 2017, 12:01:09 pm
Both OXCE and OXCE+ can be installed just by replacing EXE of the compatible vanilla nightly installation.
At the moment, the officially-compatible nightly is from 2016-11-09... but since there is very little going on in vanilla, you'll be fine also with latest nightly.
There will be some missing strings, which you can download here: https://openxcom.org/forum/index.php/topic,5130.0.html

Note: in a few months, I'll move away from prototyping phase and will distribute OXCE+ with everything needed (same as nightly package), including extra strings.

There is a ruleset reference for OXCE, in the Extended-readme file.
For OXCE+ there is no single reference (yet)... I promise to write one, when I move away from prototyping phase.
However, all ruleset examples CAN be found on this forum.
I would start with the changelog, which is in the first 2 posts on my thread: https://openxcom.org/forum/index.php/topic,4187.0.html
It contains links to posts with examples, screenshots and much more.
Piratez and XCom-Files combined are using basically all features there are... I made new ruleset only when modders actually asked for it... so those are a good study material too.

OXCE/OXCE+ are fully compatible with vanilla ruleset, so your mod will work without problems on both OXCE and OXCE+ without any changes.
But, there are a few changes that are not exactly vanilla, however there are very few of them (less than 10)... like the reload cost you mentioned. One more I can think of is experience training... you don't get experience by just throwing flares for example, to gain experience, you must hit an enemy. All of these changes are however hardly noticeable by the players.

There is just one change, which is not compatible with vanilla and very noticeable by the players... the new OXCE lighting engine (light doesn't go through walls).
This will be fixed in the next OXCE release (3.6, coming very soon)... or at least Yankes promised it.
If not, I will fix it myself.

Finally, it may look like a lot... but it's really easy... and myself, Dioxine, Solarius, Yankes, Ohartenstein, etc. will gladly help you with the first steps.
Good luck!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: robin on January 21, 2017, 12:38:49 pm
Thanks for the explanation.

You say only the exe is needed, but OXCE has a "OpenXcomEx35Data.zip" file to download too, full of ruleset files: what are those for? I would think they contain the missing strings you provide here: https://openxcom.org/forum/index.php/topic,5130.0.html ; but all the ruleset files are provided, which makes me thinks there're more changes-additions than just some strings.
In shorts: do I need to use them too in my OXCE+ installation? Or are they 1:1 to vanilla's (plus missing strings) and provided to just make the OXCE package standalone?

Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 21, 2017, 12:45:55 pm
If you mean the "Data35.zip" from first post in the OXCE thread: https://openxcom.org/forum/index.php/topic,2915.0.html

... that is just a copy/backup of the vanilla data files from the 2016-11-09 nightly.
No additional ruleset, strings or anything, pure copy.

The reason why it exists is because older nightlies get deleted from the download section on openxcom.org.
So if you can't find the officially-compatible nightly anymore, you can use this instead.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: robin on January 22, 2017, 12:39:57 am
Can you use melee weapon (melee attack) to attack the environment (tiles)? I'm not finding anything in the changelog but I sort of remember reading something like that once.

Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 22, 2017, 12:48:12 am
Can you use melee weapon (melee attack) to attack the environment (tiles)? I'm not finding anything in the changelog but I sort of remember reading something like that once.

Not yet, I failed on my first attempt to implement it, but I have it on todo list and will try again.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Hobbes on January 23, 2017, 05:46:14 pm
Congratulations on your subforum :)

May I suggest that you make a sticky thread explaining what is OXCE+ and how it is different from vanilla nightlies?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 23, 2017, 06:16:41 pm
Congratulations on your subforum :)

Thank you :)

May I suggest that you make a sticky thread explaining what is OXCE+ and how it is different from vanilla nightlies?

I plan the following sticky posts:

0 old thread
1 what is oxce+ (and how it fits into this world)
2 latest download & installation guide (+ translations mod)
3 compilation guides on linux & windows
4 list of mods and TCs running on oxce+ with links
5 full (chronological) changelog
6 bug reports
7 feedback, suggestions, live discussion (on discord)
8 table of contents for Documentation

And then one (non-sticky) post for each new feature (currently about 120 OXCE+ features... not including OXCE, but I'll try to merge some together, cos it's a lot). The documentation posts would have approx. the following structure:

0. Link back to index/TOC
1. Name
2. Description
3. Status (prototype, finished, to-be-removed, etc.)
4. Type (ruleset, bugfix, GUI, QoL, etc.)
5. Vanilla compatibility
6. Sample screenshots
7. Sample ruleset
8. Example of usage in real mod
9. TODOs and future plans
10. Credits (and link to original discussion thread if available)

If it's gonna turn out useful, I may document OXCE features too... but it's too early to say.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Thirsk on January 25, 2017, 04:05:10 am
Hey Meridian, any chance you can implement as an option perhaps, visible blast radius (featured in a now outdated OXCHA https://openxcom.org/forum/index.php/topic,4533.0.html (https://openxcom.org/forum/index.php/topic,4533.0.html)) in the next version? The blast radius is very useful since so many weapons give varying radius of explosions which can be rather unforgiving when an alien survives!

EDIT: another link https://openxcom.org/forum/index.php/topic,1532.0.html (https://openxcom.org/forum/index.php/topic,1532.0.html) regarding suggestions to the blast radius
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 25, 2017, 11:12:32 am
Hi,
no, I am not planning to add this feature to OXCE+.
M.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Thirsk on January 25, 2017, 11:31:21 am
Hi,
no, I am not planning to add this feature to OXCE+.
M.

Oh I see. Do you think Yankes might be interested in adding it?

Sent from my SM-N910F using Tapatalk

Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 25, 2017, 11:39:21 am
Oh I see. Do you think Yankes might be interested in adding it?

Don't know, best to ask him directly I guess.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Thirsk on January 26, 2017, 03:24:35 am
So I asked Yanke and my wish wasn't granted sadly but all good! But now after playing around with OXCE, I have a question regarding the nightvision goggles and stealth guns scripts earlier in this thread. Would these work if I don't play X-Piratez but normal xcom?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Yankes on January 26, 2017, 07:22:18 pm
I should work with normal xcom, of corse if you use OXCE or OXCE+ exe.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 26, 2017, 10:41:23 pm
New version is up.

2017-01-26
 - Number of fatal wounds is now available parameter for bonuses
 - Soldier rank is now available parameter for bonuses (power, accuracy, dodge, regen, etc.)
 - Different salary per rank: https://openxcom.org/forum/index.php/topic,4830.msg78194.html#msg78194
 - Unhardcoded rank system thresholds
 - Weighted list of defaultArmors for startingConditions: https://openxcom.org/forum/index.php/topic,4444.msg78193.html#msg78193
 - Support for multiple units per rank per race: https://openxcom.org/forum/index.php?topic=5225.msg78016#msg78016
 - More detailed info on Intercept GUI
  * instead of OUT show Out/Patrolling/Returning/Intercepting/En route
  * instead of 249 hours, show 10d/9h
 - Tech tree viewer shows recruited persons

Download: https://drive.google.com/open?id=0B8itkFQbhj-YanI5N2xtUkdTMVk

New translations:

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_PERSON_RECRUITED: "Person recruited:"
      STR_DAY_SHORT: "{0}d"
      STR_HOUR_SHORT: "{0}h"
      STR_PATROLLING: "PATROLLING"
      STR_RETURNING: "RETURNING"
      STR_INTERCEPTING: "INTERCEPTING"
      STR_EN_ROUTE: "EN ROUTE"
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: robin on January 27, 2017, 12:43:57 am
Nice.

Question:
"retaliation: false" is vanilla only and in OXCE I need to use "retaliationAggression: -100", right? Or both? (I want to completely disable retaliation for the race).
Thanks.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Yankes on January 27, 2017, 01:36:42 am
Nice.

Question:
"retaliation: false" is vanilla only and in OXCE I need to use "retaliationAggression: -100", right? Or both? (I want to completely disable retaliation for the race).
Thanks.
"retaliation: false" was removed from OXC in this commit: https://github.com/SupSuper/OpenXcom/commit/4dbff3e56ea84fdeb340f7fc2dd2a587c37074af
Its now replaced by `missionScripts`.

"retaliationAggression" is responsible only for retaliation caused by shooting down enemy ufo.

This mean you need change both part to have 100% pacifist :)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 27, 2017, 11:24:17 am
"retaliation: false" was removed from OXC in this commit: https://github.com/SupSuper/OpenXcom/commit/4dbff3e56ea84fdeb340f7fc2dd2a587c37074af
Its now replaced by `missionScripts`.

That seems like a bug to me... I've notified Warboy.

EDIT: it is intended, more info: https://colabti.org/irclogger/irclogger_log/openxcom?date=2017-01-27#l138
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 27, 2017, 04:49:46 pm
v2016-08-07
  + Added possibility to manufacture scientists, engineers and soldiers

Added attributes "spawnedPersonType" and "spawnedPersonName" for manufacture projects.
Cannot use auto-sell button for such projects.
Each project reserves 1 living space.

Examples:

Code: [Select]
    spawnedPersonType: STR_ENGINEER # puts 1 engineer in the base directly, no transfer time

    spawnedPersonType: STR_SCIENTIST # puts 1 scientist in the base directly, no transfer time

    spawnedPersonType: STR_SOLDIER_S # creates a transfer (same as with buying), soldier (of the given type) will arrive after some time
    spawnedPersonName: STR_TEST_NAME # optional, e.g. John McClane

Changes:
1/ Engineers and scientists now come via Transfers, same as Soldiers... instead of being added to base immediately.
2/ Transfer time has been hardcoded to 24 hours (instead of taking the usual personnel transfer time from ruleset, default 72 hours).
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: clownagent on January 27, 2017, 09:24:49 pm
Changes:
1/ Engineers and scientists now come via Transfers, same as Soldiers... instead of being added to base immediately.
2/ Transfer time has been hardcoded to 24 hours (instead of taking the usual personnel transfer time from ruleset, default 72 hours).

The feature of "manufacturing soldiers" is very interesting.
I tried to implement via ruleset pure "manufacture based" hiring of staff, but I could not switch off the normal hiring process in the "purchase screen". Is the normal hiring process hard-coded (I know that price and transfer time can be modified)?
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on January 27, 2017, 09:34:51 pm
The feature of "manufacturing soldiers" is very interesting.
I tried to implement via ruleset pure "manufacture based" hiring of staff, but I could not switch off the normal hiring process in the "purchase screen". Is the normal hiring process hard-coded (I know that price and transfer time can be modified)?

Just add a research requirement to the relevant soldier type (or set buy cost to 0) and you won't be able to buy them.
Scientists and engineers are hardcoded.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 28, 2017, 03:54:29 pm
Hello, Id like to request something if possible.
Can you make a numerical stat display appear in rightmost column in an Armor screen after sorting is done, just like it appears in a Crew screen?
It not that big of a deal, as I can see those stats in a different screen and equip armour through inventory, but all those extra clicks add up quickly and contribute to micromanagement fatigue. And having both screens sorting function work visually same would be aesthetically nice, I think. Also, consistency between screens and sameish functions.

In vanilla (English) it would work, see attached.
In other mods/languages, it might be cut off, example attached as well.

Who likes it?
Who doesn't?

Ideas?
E.g. should I remove the arrows column instead? See attached.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: robin on January 28, 2017, 04:10:35 pm
+1 vote for not removing the arrows.


Anyway; I got some missing strings, see attachment.

Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 28, 2017, 04:15:37 pm
Anyway; I got some missing strings, see attachment.

They are new
(and I'm lazy to update the missing strings mod with each new version).

I'll update it tomorrow :)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: robin on January 28, 2017, 04:29:42 pm
and I'm lazy to update the missing strings mod with each new version.
I do that too, all the time.  :P


How do I enable portraits instead of ranks (in battlescape) (And tiny ranks too obviously) ?
I can see in Piratez that it adds individual rank sprites and tinyranks in extraSprites. But I suspect there's more.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 28, 2017, 04:51:45 pm
How do I enable portraits instead of ranks (in battlescape) (And tiny ranks too obviously) ?
I can see in Piratez that it adds individual rank sprites and tinyranks in extraSprites. But I suspect there's more.

Portraits are enabled by defining a background image for the portrait:

Code: [Select]
  - type: AvatarBackground
    singleImage: true
    files:
      0: Resources/....

Then for each soldier type, you can/need to define, which paperdoll is used (empty=current armor, set=given armor) and which section of the paperdoll is used (x,y):

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    armorForAvatar: STR_BARBARIAN_RAGS_UC # leave empty for currently worn armor
    avatarOffsetX: 66
    avatarOffsetY: 43

Tiny ranks are enabled by defining an image, which contains the tiny ranks:

Code: [Select]
  - type: TinyRanks
    width: 42
    height: 7
    subX: 7
    subY: 7
    files:
      0: Resources/...
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 29, 2017, 07:42:15 pm
New version is up.

2017-01-29
 - Updated to OXCE 3.6: https://openxcom.org/forum/index.php/topic,2915.msg78240.html#msg78240
 - Dynamic stat column in Craft Armor GUI: https://openxcom.org/forum/index.php/topic,4187.msg78224.html#msg78224
 - Improved transfers of items with negative size
 - Unified soldier manufacturing with civilian recovery
 - Recoverable civilians: https://openxcom.org/forum/index.php/topic,5185.msg78206.html#msg78206

Download: https://drive.google.com/open?id=0B8itkFQbhj-YcHRGMGEwbzhQWVU

REMINDER: don't forget to upgrade data files (Data36.zip)... see attachment of this post: https://openxcom.org/forum/index.php/topic,2915.0.html

PS: still not compatible with PirateZ... please wait for 0.99F

------------------

To play vanilla (UFO Defense / TFTD) and vanilla-based mods (Area 51, Hardmode, From Apocalypse, etc.), you can now enable the classic vanilla lighting experience by adding the following ruleset:

Code: [Select]
lighting:
  enhanced: 0
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: robin on January 29, 2017, 10:08:49 pm
Portraits are enabled by [...]
Thanks for the explanation.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Thirsk on February 01, 2017, 12:07:23 pm
I know that melee dodge is available now, but has there been any support for ranged projectile dodge? And can either of these be applied to weapons rather than armour?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 01, 2017, 02:46:06 pm
I know that melee dodge is available now, but has there been any support for ranged projectile dodge? And can either of these be applied to weapons rather than armour?

Melee dodge is the ability of the victim, not attacker... so armor, not weapon.
Ranged dodge is not possible... unless you're called Neo and live in Matrix... but basically weapon accuracy = enemy dodge, no?

As for, if it is theoretically possible... not via ruleset... but Yankes' scripts in 3.6 should allow this, or at least big part of it.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on February 01, 2017, 03:05:42 pm
The scripts can allow you to take an extra RNG roll when a weapon hits to negate its damage, if you want ranged dodge that way, but they won't allow a bullet to just pass through a target.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on February 01, 2017, 03:44:28 pm
From Bullet Designer's thread:
I'll probably implement some automated check soon for all maps, so that modders can check it and don't need reports from players...

You mean something like a full system scan? Yeah, it would be very useful. But when would that happen, on game start? That seems like the most logical way, but would also make the game load longer.

Ranged dodge is not possible... unless you're called Neo and live in Matrix...

You are right, but not in a game with thrown knives and ninjas. ;)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Thirsk on February 01, 2017, 03:52:23 pm
The scripts can allow you to take an extra RNG roll when a weapon hits to negate its damage, if you want ranged dodge that way, but they won't allow a bullet to just pass through a target.

Yes that would be great!

You are right, but not in a game with thrown knives and ninjas. ;)

That's exactly what I'm thinking. To kill the ninja who wields ninja stars, you must send your own ninja who can block them with his/her bamboo stick  ;D
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Nord on February 02, 2017, 07:47:51 am
Ranged dodge is not possible... unless you're called Neo and live in Matrix...
Ranged dodge IS possible, by weird way. Exactly - by using small "loftemps". Not a brilliant way, but it works.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 02, 2017, 10:11:23 am
Ranged dodge IS possible, by weird way. Exactly - by using small "loftemps". Not a brilliant way, but it works.

I meant it's not possible in real world. You can't dodge bullets, or hot plasma. So no interest from my side to implement it.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on February 02, 2017, 03:39:40 pm
I meant it's not possible in real world. You can't dodge bullets, or hot plasma.

I don't really care about this particular feature. But I should point out that nobody here wanted dodging bullets; we mentioned thrown knives and such, which are certainly dodgable in real world. (Not sure about the plasma - it depends on principles it works on.)
So I guess if such a feature existed, it should be configurable - this weapon can be dodged, this can't.
Of course Dioxine might always step in and say that this or that tech enables dodging everything - like some sort of force shield or holoprojection. ;)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on February 02, 2017, 03:57:32 pm
Force fields are another thing, we just had a discussion about them on discord :)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 03, 2017, 12:41:45 am
I don't really care about this particular feature. But I should point out that nobody here wanted dodging bullets; we mentioned thrown knives and such, which are certainly dodgable in real world. (Not sure about the plasma - it depends on principles it works on.)
So I guess if such a feature existed, it should be configurable - this weapon can be dodged, this can't.
Of course Dioxine might always step in and say that this or that tech enables dodging everything - like some sort of force shield or holoprojection. ;)

Sorry, but I just don't believe that.

Throwing knives are flying at least at 60 km/h... with professionals up to 120 km/h: https://www.knifethrowing.info/physics_of_knife_throwing.html

With normal target distance of let's say up to 10 meters... they hit the target in about half a second (or less)...
... that's barely higher than the minimum reaction time, which is about 0.35 to 0.4 seconds (just google it).
After that you have 0.1 seconds at best to dodge... I guess your muscles will spontaneously burst in flames, if you manage that.

If a trained person throws knives at you (or anyone else), they WILL hit. Full stop.

Watching too many Kung Fu movies I guess... or playing too much Batman.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Yankes on February 03, 2017, 12:52:16 am
Dodging knife probably relay on that you start move BEFORE throw not after. Similar how goal keepers are able stop shoot that can reach 100km/h.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on February 03, 2017, 01:06:09 am
I don't feel like checking how it actually works in real life... I'm sure this was tested by Mythbusters or some other program I don't watch. And that's because I don't really care. Real life is irrelevant to Piratez - we have supermutants who soak up small arms fire because they are powered by a superchemical, space zombies and so on. All this stuff is not counter to physics as we know it, but certainly goes beyond the everyday experience and belongs to the realm of movies rather than documents.

I don't have a particular conclusion, it's more of an off-topic wander.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 03, 2017, 01:23:22 am
Dodging knife probably relay on that you start move BEFORE throw not after. Similar how goal keepers are able stop shoot that can reach 100km/h.

Good try, but no : )

If you start moving before the throw... you make an even easier target from yourself... same as ice-hockey goalies vs. ice-hockey players. The attacker can easily compensate and you can't do shit anymore once you have started moving in that direction (changing direction is even more time-consuming than starting to move).

Football-goalies is another story... it works only because of:
a/ pure luck
b/ incredible superhuman ability of many football players to completely miss a HUGE net (2.5m x 7.5m)
c/ fact that you cannot (by rules) do anything with the ball other than shoot, i.e. no compensation as knife thrower or ice-hockey player can do
d/ you don't use your hands (as knife thrower / ice-hockey player do)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Thirsk on February 03, 2017, 09:23:37 am
Personally I liked the idea, could be useful for lightsabers that have their own blocking or dodge ability. But it's no biggie, not expecting half the things I request to be fulfilled :P

Anyhow, can I please get some clarification on how the poison script works? As there are three variables but none are explained and I'm ashamedly not bright enough to figure it out lol.
Poison Strength
Poison Susceptibility
& Poison Level
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: BTAxis on February 03, 2017, 02:05:20 pm
If you start moving before the throw... you make an even easier target from yourself... same as ice-hockey goalies vs. ice-hockey players. The attacker can easily compensate and you can't do shit anymore once you have started moving in that direction (changing direction is even more time-consuming than starting to move).

With this you're making it sound like you're saying that a moving target is easier to hit than a stationary one. It isn't. If the target decides to dive and roll right before you throw, you WILL have a harder time hitting it, and it can make the difference between a bulls-eye hit and a glancing blow.

That said I don't think dodging shots makes much sense in the context of X-COM. From a gameplay perspective it would be finicky and arbitrary, and the last thing the game needs is even MORE randomness to ruin things.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 03, 2017, 02:41:18 pm
With this you're making it sound like you're saying that a moving target is easier to hit than a stationary one. It isn't. If the target decides to dive and roll right before you throw, you WILL have a harder time hitting it, and it can make the difference between a bulls-eye hit and a glancing blow.

Yes, that's exactly what I'm saying.... in this case.

You can do either:
1/ one-off motion (like throwing yourself on the ground)... in which case your motion ends and your resulting position is worse than what you started with. The knife-thrower will see that... wait until you fall on the ground, have a stationary target again (even unable to move anymore)... and hit you
2/ or you start running... in a predictable pattern!... and the knife-thrower can EASILY compensate. Remember the distances we're talking about.

As for the difference between bulls-eye and glancing glow... you're right... but that we already have covered by having random damage in xcom (you can do glancing blows even with heavy plasma from one tile away : P )

That said I don't think dodging shots makes much sense in the context of X-COM. From a gameplay perspective it would be finicky and arbitrary, and the last thing the game needs is even MORE randomness to ruin things.

Agreed.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on February 03, 2017, 02:55:56 pm
Anyhow, can I please get some clarification on how the poison script works? As there are three variables but none are explained and I'm ashamedly not bright enough to figure it out lol.
Poison Strength
Poison Susceptibility
& Poison Level

Wrong thread to ask this, you can ask Yankes directly on one of his threads, but the math goes as this: a weapon/ammunition has a poison strength, that on damaging a target is multiplied by a target unit's susceptibility / 10 (default of 0), so a susceptibility of 20 means twice the poison's power is placed on the target as the poison level on the unit.  Then, each new turn (both player and alien turn), the current poison level is subtracted from it's health, and the level goes down by one.  Thus in the example script, if the pistol poison clip (strength 6) does damage to some martian (susceptibility 20), a level of 12 is applied to the martian, and it turns green. Start of its next turn, it takes 12 damage, and the level becomes 11, start of your next turn it takes 11 damage, and the level becomes 10, etc. If at any time it takes damage from a poison weapon where strength * susceptibility / 10 is greater than the current level, then the level is set to that new number.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Thirsk on February 03, 2017, 05:37:30 pm
Wrong thread to ask this, you can ask Yankes directly on one of his threads, but the math goes as this: a weapon/ammunition has a poison strength, that on damaging a target is multiplied by a target unit's susceptibility / 10 (default of 0), so a susceptibility of 20 means twice the poison's power is placed on the target as the poison level on the unit.  Then, each new turn (both player and alien turn), the current poison level is subtracted from it's health, and the level goes down by one.  Thus in the example script, if the pistol poison clip (strength 6) does damage to some martian (susceptibility 20), a level of 12 is applied to the martian, and it turns green. Start of its next turn, it takes 12 damage, and the level becomes 11, start of your next turn it takes 11 damage, and the level becomes 10, etc. If at any time it takes damage from a poison weapon where strength * susceptibility / 10 is greater than the current level, then the level is set to that new number.

Oh my bad, I am in the wrong thread lol. But thanks a lot for the detailed answer..can't wait to try it out in game. Actually, just realised that you mentioned that strength is multiplied by susceptibility/10, but susceptibility being default 0, would that mean if I don't define susceptibility on every armour as 10 or more, there would be no poison effect?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on February 03, 2017, 05:41:40 pm
Not necessarily - there is no effect if power * susceptibility is less than 10.  So with power 6, susceptibility only less than 2 would mean no effect, since 6 * 2 = 12, 12 / 10 = 1 (integer division!).
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Yankes on February 03, 2017, 08:40:47 pm
Oh my bad, I am in the wrong thread lol. But thanks a lot for the detailed answer..can't wait to try it out in game. Actually, just realised that you mentioned that strength is multiplied by susceptibility/10, but susceptibility being default 0, would that mean if I don't define susceptibility on every armour as 10 or more, there would be no poison effect?
As this is script you can easy alter this behavioral and add default susceptibility (e.g. `if eq susceptibility 0; set susceptibility 10; end;`), overall this scripts are only examples and are far from sound game mechanic.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 04, 2017, 06:14:55 pm
New version is up.

2017-02-04
 - Updated to OXCE 3.6a -- fixed several bugs
 - Fixed recovery of large unit corpses

Download: https://drive.google.com/open?id=0B8itkFQbhj-YZUdFSEVQcExfaDQ

This version IS compatible with PirateZ 0.99F and upgrade is recommended.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 05, 2017, 04:28:00 pm
New version is up.

2017-02-05
 - Updated to OXCE 3.6b -- https://openxcom.org/forum/index.php/topic,2915.msg78514.html#msg78514
 - Removed ability to demote soldiers
 - Option to despawn mission sites even if targeted by craft: https://openxcom.org/forum/index.php/topic,4830.msg78515.html#msg78515

Download: https://drive.google.com/open?id=0B8itkFQbhj-YNnJfR3BLeUNLNjQ

This version IS compatible with PirateZ 0.99F and upgrade is highly recommended.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Thirsk on February 07, 2017, 02:39:04 am
Thanks for such speedy updates Meridian!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: moisesjsn on February 10, 2017, 08:13:35 pm
I just wanted to add this. Not sure if it is normal, or something you are going to fix in the future along with the string_firing instead of accuracy as you said. But i noticed that in  options menu, if you go to advanced and go down to the OXCE settings they also have the str_coupdegras and no desciptions. Just thought i would add that if you were not aware of it. Thanks for your efforts. gonna get back to playing.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 10, 2017, 08:32:01 pm
Did you download & activate the missing strings/translations mod?
All options should have translations...
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: moisesjsn on February 10, 2017, 09:08:46 pm
Did you download & activate the missing strings/translations mod?
All options should have translations...

Ok so that is what that missing strings mod is. Ok that is probably why gonna install it right now.  I can confirm this was the issue thank you. I was confused on the missing strings and for some reason assumed it was a resource for modders only :/
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: KBGhost on February 11, 2017, 01:47:21 pm
I noticed the thread still says X-Piratez isn't compatible.
But X-Piratez 0.99F came out, right?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 11, 2017, 02:01:55 pm
Corrected. Thanks.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 12, 2017, 03:55:08 pm
New version is up. Already longer, just forgot to post :)

2017-02-09
 - Removed random up/down rounding for stat-based bonuses
 - Added damage preview for psi weapons (in BA_USE mode)
 - Added chance-to-succeed preview for psi weapons (not considering target psi defence)
 - Added damage preview for guided missiles, e.g. blaster launcher
 - Fixed alien aggression (when using values between 3 and 9)
 - Reintroduced setting turretType by fixedWeapon, not only livingWeapon

Download: https://drive.google.com/open?id=0B8itkFQbhj-YUjQ1d0otaXFwVFU
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: alinare on February 14, 2017, 06:56:53 pm
Hello Meridian:
Let me know if you can clarify this:
I am testing their mode of surrender, and it seems to work, but in the final report of the mission, do not appear the enemies who have surrendered, nor their belongings as booty, nor the statistics, which indicates how many enemies have surrendered. I believe, for some reason that I can not understand, the program confuses the surrendered enemies with casualties. I have reviewed the listings carefully, and I find, apparently, no fault. I include a list, with one of the units I have created. I tried it out of curiosity, with the mod piratez, and there it works, but when I get out of there, it does not indicate the total number of enemies that surrender.

Code: [Select]
alienRaces:
  - id: STR_WER
    members:
      - STR_WARGOTENGINEER
      - STR_WARGOTENGINEER
      - STR_WARGOTENGINEER
      - STR_WARGOTENGINEER
      - STR_WARGOTENGINEER
      - STR_WARGOTENGINEER
      - STR_WARGOTENGINEER
      - STR_WARGOTENGINEER
items:
  - type: STR_WARGOTENGINEER
    size: 0.0
    recover: true
    liveAlien: true
    costSell: 80000
  - type: STR_WARGOTENGINEER_CORPSE
    recover: true
    size: 0.4
    costSell: 20000
    weight: 40
    bigSprite: 110
    floorSprite: 110
    invWidth: 2
    invHeight: 3
    recoveryPoints: 5
    battleType: 11
    armor: 26
research:
  - name: STR_WER
    cost: 200
    points: 10
    dependencies:
      - STR_WARGOTENGINEER
      - STR_WARGOT_SOLDIER
    needItem: true     
ufopaedia:
  - id: STR_WER
    type_id: 7
    section: STR_ALIEN_LIFE_FORMS
    requires:
      - STR_WER
    image_id: WERAGENT.SPK
    text: The Wargots engineers are unpleasant-looking individuals, coarse-mannered, and very much given to cruelly injuring their interlocutor, with scathing and offensive jokes. Although diplomacy, and savoir affaire, are not their forte, they are especially gifted to design, and to fine-tune, all sorts of vehicles, weapons, and machinery, which, despite their sloppy and flimsy appearance, work acceptably well. Wargots engineers love combat and a good fight, almost as much, as designing machines or armament. They tend to walk bent over, and suffer from many ailments, a product of many hours spent in uncomfortable positions, building their contraptions, but they are good combatants, and not to be underestimated.
    text_width: 180

units:
  - type: STR_WARGOTENGINEER
    race: STR_WER
    rank: STR_LIVE_ENGINEER
    stats:
      tu: 50
      stamina: 60
      health: 25
      bravery: 40
      reactions: 55
      firing: 50
      throwing: 40
      strength: 24
      psiStrength: 40
      psiSkill: 0
      melee: 45
    armor: WARGOTENGINEER_ARMOR
    standHeight: 21
    kneelHeight: 16
    value: 19
    deathSound: 2958
    energyRecovery: 30
    intelligence: 5
    aggression: 1
    canSurrender: true
armors:
  - type: WARGOTENGINEER_ARMOR
    spriteSheet: WER.PCK
    corpseBattle:
      - STR_WARGOTENGINEER_CORPSE
    frontArmor: 48
    sideArmor: 48
    rearArmor: 48
    underArmor: 40
    meleeDodge:
      reactions: 0.4
    meleeDodgeBackPenalty: 0.5
    recovery:
      morale:
        moraleCurrent: -0.2
        bravery: 0.2
      stun:
        healthCurrent: 0.1
        health: -0.075
    drawingRoutine: 10
    damageModifier:
      - 1.0
      - 0.6
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 0.0
    loftempsSet: [ 3 ]
extraSprites:
  - type: BIGOBS.PCK
    files:
      110: Resources/WER/WER_SOLDIER_corpse.png
  - type: FLOOROB.PCK
    files:
      110: Resources/WER/floorob_WER_corpse.png
  - type: WER.PCK
    width: 256
    height: 1400
    subX: 32
    subY: 40
    files:
      0: Resources/WER/WER_SOLDIER.png
  - type: WERAGENT.SPK
    singleImage: true
    width: 512
    height: 720
    files:
      0: Resources/FinalModPack/UfopediaTechPics/WERAGENT.png
extraSounds:
  - type: BATTLE.CAT
    files:
      2958: Resources/WER/WER_SOLDIER.wav
extraStrings:
   - type: en-US
     strings:
       STR_WER: Wargot Engineer
       STR_WARGOTENGINEER: Wargot Engineer
       STR_WARGOTENGINEER_CORPSE: Wargot Engineer Corpse

I have been testing, and I have just seen, as the computer immolates an enemy, that should have surrendered in theory.
I use modeSurrender 2, as Dioxine does in its great mod, but it still does not tell me the total number of people who surrender. All this proved, with the last version of his exe, that of 9-2-2017, and the one that includes the last version F, of Piratez. Anyway, I hope I have explained clearly. My level of English is a bit fair, I'm sorry.

PS If this does not go here, I ask some moderator, to put it in the right place. Thank you. :)
Thank you so much for your attention, and for the great work that you are also doing.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 14, 2017, 07:39:21 pm
Can you give me a full/working mod?
I don't have any of the resources referenced in this ruleset...

I can't help you just by looking at it... I need to be able to use it.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: alinare on February 14, 2017, 08:00:31 pm
Hi. Thanks for answering. Sorry for the forgetfulness.  ;D. Here I include the resources of this mod. As I said, I tried it, to experiment, with the mod of Dioxine, the latest F1 version, and there it works, but coming out of Piratez, and loading the normal openxcom, everything that I have described previously happens. And if I try to apply in my mods, the same thing happens with the same exe. Thank you very much for your patience. If something else is missing, let me know if it is possible to send it to you.
A greeting.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Juku121 on February 14, 2017, 08:07:17 pm
The categories only work for equipment screen, but they should be improved to cover buy/sell/vaults menus as well.

Did anything ever come of this? I've not seen anything like it in the changelogs, and with roughly ten gazillion buyable things in Piratez and soon in X-Com Files that looks like a really handy feature. Or maybe it's on Meridian's lower-priority todo list and there are just more pressing concerns?

As an aside, is the todo list available anywhere? I've seen bits of it, e.g. here (https://openxcom.org/forum/index.php/topic,4830.msg69239.html#msg69239), but nothing comprehensive. I'm just curious, don't take this as a request to create one (I know publishing such a list is not without its downsides).

If something like this is ever implemented, I'd throw out an alternate idea: make the right click in buy/sell/loot menus behave like it does for manufacturing, i.e. [marks as new]/hides/[back to regular], with corresponding categories of 'hidden' buyables and such. Right now categories are personnel/crafts/everything else, which are quite irrelevant as far as ease of use is concerned.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 14, 2017, 10:19:31 pm
Hi. Thanks for answering. Sorry for the forgetfulness.  ;D. Here I include the resources of this mod. As I said, I tried it, to experiment, with the mod of Dioxine, the latest F1 version, and there it works, but coming out of Piratez, and loading the normal openxcom, everything that I have described previously happens. And if I try to apply in my mods, the same thing happens with the same exe. Thank you very much for your patience. If something else is missing, let me know if it is possible to send it to you.
A greeting.

- Resources/FinalModPack/UfopediaTechPics/WERAGENT.png was missing, I added some random picture
- surrenderMode: 2 was missing, I added it on the top of the ruleset

Everything works fine for me.
Attaching 2 saves... one with surrender but die (no alien containment, corpse recovered); and one with two surrenders and recovery.

Attached the mod itself too.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on February 14, 2017, 10:24:47 pm
Did anything ever come of this? I've not seen anything like it in the changelogs, and with roughly ten gazillion buyable things in Piratez and soon in X-Com Files that looks like a really handy feature. Or maybe it's on Meridian's lower-priority todo list and there are just more pressing concerns?

As an aside, is the todo list available anywhere? I've seen bits of it, e.g. here (https://openxcom.org/forum/index.php/topic,4830.msg69239.html#msg69239), but nothing comprehensive. I'm just curious, don't take this as a request to create one (I know publishing such a list is not without its downsides).

If something like this is ever implemented, I'd throw out an alternate idea: make the right click in buy/sell/loot menus behave like it does for manufacturing, i.e. [marks as new]/hides/[back to regular], with corresponding categories of 'hidden' buyables and such. Right now categories are personnel/crafts/everything else, which are quite irrelevant as far as ease of use is concerned.

Categories for buy, sell and so on have not been implemented, because there is already a better concept: quick search.
It allows you to find what you need quicker and easier.

It's not on my todo list anymore.

Todo list is not available, it's private. I share it with modders that I work with regularly.

The "hidden" flag (e.g. in manufacturing) will also be removed soon-ish, because it has been superseeded by the quick search.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Solarius Scorch on February 14, 2017, 10:29:43 pm
Categories for buy, sell and so on have not been implemented, because there is already a better concept: quick search.
It allows you to find what you need quicker and easier.

It's not on my todo list anymore.

Todo list is not available, it's private. I share it with modders that I work with regularly.

The "hidden" flag (e.g. in manufacturing) will also be removed soon-ish, because it has been superseeded by the quick search.

I use Quick Search all the time, yet I am actually missing a filter in the buying and selling screens. Sometimes I need to buy or sell something specific, but very often I want to buy or sell, for example, some pistols, and it would be nice to have a catalogue. I've been actually waiting for this feature ever since it was suggested; not a vital thing, but certainly nice and useful.

I don't care that much about hiding manufacturing projects personally, but it could possibly be useful for stuff like the Menace class - you can only build one, so why keep it in the list?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Juku121 on February 14, 2017, 11:21:58 pm
I thought Meridian's comment meant I could search by category  at least and felt stupid for missing such a powerful feature. Then I went and tried and it didn't work. So +1 to what Solarius said.

I also often want to either scan some part of the list for interesting things or quickly go through a custom shopping list that involves a moderate number of different categories (mainly consumables). 'Hidden' filter would essentially create your own personal shopping list, but even search by category name or a filter similar to the equipment screen would be an improvement. Current Quick Search is a complementary tool, and a straight upgrade over manual search, but it does not appear to be a replacement.

Whether there is enough interest for it to be worth your time is another matter.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: alinare on February 15, 2017, 12:08:32 pm
Hello Meridian:
Thank you so much for everything. It works perfectly. :)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 15, 2017, 12:10:53 pm
Hello Meridian:
Thank you so much for everything. It works perfectly. :)

So, what was the problem?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: alinare on February 15, 2017, 01:45:38 pm
Hello Meridian:
The problem, I think it was another awkwardness of mine  :(. I had not built an alien container at the beginning of the game, and so, I think, the computer killed the enemies that had surrendered, having no place to place the prisoners. I have tested it again, with a container built, and the race of the example I sent, and already correctly shows the number of enemies, they surrender. Then, too, I have always tried in random battles mode, and of course, so the statistics did not come out. Of surrender. The truth is that this option, greatly improves the game, like its previous contributions. I take time to ask you another question, abusing your patience. The surrendermode, do you have to put it at the beginning of each new race, or is it enough to use it only once?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 15, 2017, 01:51:58 pm
The surrendermode, do you have to put it at the beginning of each new race, or is it enough to use it only once?

It's a global parameter, once per mod is enough.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: alinare on February 15, 2017, 02:16:44 pm
Okay, thank you so much for your help. Everything is cleared up.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 16, 2017, 12:19:33 pm
New version is up.

2017-02-15
 - Added monthly rating-based performance bonus (= money)
 - Fixed bug with moving ground inventory back to base
 - Added randomDelay to mission script; final delay is a random number between "startDelay" (min) and "startDelay + randomDelay" (max)
 - Ability to unlock (=finish) a research topic after a successful mission: https://openxcom.org/forum/index.php/topic,5227.msg78149.html#msg78149
 - Fixed a problem with the storage check when transferring items (thx Karadoc)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YTFRVOWJFRHotdms

Code: [Select]
alienDeployments:
  - type: STR_LOC_EMANSION
    unlockedResearch: STR_MEDICINE # research given for free after winning the mission
...
missionScripts:
  - type: giftsOfLove
    startDelay: 200
    randomDelay: 500 # final delay is a random number between "startDelay" (min) and "startDelay + randomDelay" (max)
...
performanceBonusFactor: 100 # default 0; monthly performance bonus (in $) = monthly rating * performanceBonusFactor

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_PERFORMANCE_BONUS: "Performance Bonus"
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Nord on February 16, 2017, 03:27:07 pm
Random delay is a great thing. I was surprised when not found it in vanilla.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: alinare on February 16, 2017, 05:33:00 pm
This option to give randomness, to missions, allowing them to happen on different days, is really good. In the vanilla, the terror missions are random, and I have tried to reproduce that system, but I have not succeeded.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 17, 2017, 09:05:10 pm
New version is up.

2017-02-17
 - Custom category filter in Buy/Sell/Transfer GUIs: https://openxcom.org/forum/index.php/topic,4187.msg79136.html#msg79136
 - New test screen (Ctrl+T, debug:true in options.cfg required); https://openxcom.org/forum/index.php/topic,5295.0.html

Download: https://drive.google.com/open?id=0B8itkFQbhj-YSmUwRjVZQWpDVVE

Code: [Select]
useCustomCategories: true # default false (=use vanilla hard-coded categories)

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_TEST_SCREEN: "Test Cases"
      STR_TEST_CASE: "Test Case"
      STR_RUN: "Run selected test!"
      STR_BAD_NODES: "Bad nodes in RMP files check"
      STR_BAD_NODES_DESC: "Checks RMP files for nodes outside of map boundaries.{NEWLINE}These will NOT cause any crashes, but they will be ignored by the game, thus not work as intended."
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Thirsk on February 18, 2017, 03:17:37 am
2017-02-17
 - New test screen (Ctrl+T, debug:true in options.cfg required); https://openxcom.org/forum/index.php/topic,5295.0.html

Does that mean no more map error warnings in battlescape?  :)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Hobbes on February 18, 2017, 05:06:08 pm
- Added monthly rating-based performance bonus (= money)

How about adding employee performance reviews? To get the money bonus each month you'd need to write reviews of how all your soldiers performed since XCom might be a covert operation but we still apply proper management and human resource procedures. You could afterwards distribute part of the bonus and reward personnel for an excellent job done, and they would take the money and spend it on booze, exotic dancing and other R&R activities, resulting on stat increases.

(disclaimer: this post was written under a not-so-serious attitude on the part of its author - take it seriously at your own risk)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 18, 2017, 07:07:11 pm
Good thinking on adding that disclaimer... I'm sure Solar would give this idea a thumbs up  ::)

And then I'd have to resist THIS, in complete futility, until it's implemented:
(https://i.ytimg.com/vi/hYRjz_eUBrM/hqdefault.jpg)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on February 18, 2017, 07:28:23 pm
It's a cool idea, but sounds like more micromanagement every month, so I'm not really that enthusiastic. :) Maybe in some opt-in form, when you actively want to go and decorate or berate someone. But that does not happen that often.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: SIMON BAILIE on February 18, 2017, 10:08:50 pm
useCustomCategories: true # default false (=use vanilla hard-coded categories)

Re: the above, exactly where do I put this, I figured out:
extraStrings:
  - type: en-US
    strings:
      STR_TEST_SCREEN: "Test Cases"
      STR_TEST_CASE: "Test Case"
      STR_RUN: "Run selected test!"
      STR_BAD_NODES: "Bad nodes in RMP files check"
      STR_BAD_NODES_DESC: "Checks RMP files for nodes outside of map boundaries.{NEWLINE}These will NOT cause any crashes, but they will be ignored by the game, thus not work as intended."
went into the oxce+ extra strings mod but the other piece of code I don't have a clue!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on February 18, 2017, 10:25:19 pm
useCustomCategories is a global variable, so is normally in vars.rul.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: SIMON BAILIE on February 18, 2017, 10:31:46 pm
Thanks, that did it.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Hobbes on February 19, 2017, 02:37:23 am
And then I'd have to resist THIS, in complete futility, until it's implemented:
(https://i.ytimg.com/vi/hYRjz_eUBrM/hqdefault.jpg)

Oh no! ;)

Well, speaking more seriously now, successful missions unlocking research is a nice tool to have for more customized missions :)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Thirsk on February 20, 2017, 08:48:37 am
Code: [Select]
alienDeployments:
  - type: STR_LOC_EMANSION
    unlockedResearch: STR_MEDICINE # research given for free after winning the mission

Can't seem to get this to work, can anyone confirm it is working?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 20, 2017, 10:04:12 pm
New version is up.

2017-02-20
 - Support for tractor beams (by ohartenstein): https://openxcom.org/forum/index.php/topic,5266.0.html
 - Craft's disengage speed based on its acceleration, not pilot's bravery (still applies only to piloted craft!)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YNUx6cEc4M01Dd0U

Code: [Select]
crafts:
  - type: STR_AVENGER
    damageMax: 1200
    speedMax: 5400
    accel: 10 # 0-2: half speed, 3-5: normal speed, 6-8: +50% to speed, 9+: double speed
...
craftWeapons:
  - type: STR_TRACTOR_BEAM_UC
    sprite: 0
    range: 65
    launcher: STR_TRACTOR_BEAM
    tractorBeamPower: 1000
...
ufoTractorBeamSizeModifier:
  - 400 # very small, tractor beams are 400% or 4x as effective
  - 200
  - 100
  - 50
  - 25 # very large, tractor beams are 25% or 1/4x as effective

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_TRACTOR_BEAM_ENGAGED: "TRACTOR BEAM IS ENGAGED!"
      STR_TRACTOR_BEAM_DISENGAGED: "DISENGAGING TRACTOR BEAM"
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 22, 2017, 11:40:32 pm
New version is up.

2017-02-22
 - Unified (and fixed) chart labeling algorithm
 - Refactored zooming of charts (using numpad + and - hotkeys)
 - Fixed merge issue in starting condition check (deployment in alien bases)
 - Unified Research/Manufacture/Ufopedia GUIs
   * [Show only new] button (bottom left corner), with * indicator
   * X to mark all displayed items as seen
   * right-click to toggle between new and seen status
   * hidden status not needed (removed)
 - Stuff you brought on a mission cannot give you points for alien artifacts anymore
 - Added ability to fix advanced user options by mod creators
 - AlienInventory GUI can only be opened on friends without inventory, hostiles and neutrals

Download: https://drive.google.com/open?id=0B8itkFQbhj-YMUFZRmt2OUx2eEk

Code: [Select]
fixedUserOptions:
#Crucial Options (the mod is crap without them):
  battleUFOExtenderAccuracy: true
  canSellLiveAliens: true
  battleExplosionHeight: 2
#Recommended (Play-as-intended) OpenXcom options:
  storageLimitsEnforced: true
  craftLaunchAlways: true
  canTransferCraftsWhileAirborne: true
  showMoreStatsInInventoryView: true
  strafe: true
  alienBleeding: true
#NOT recommended OpenXcom options:
  battleInstantGrenade: false
  weaponSelfDestruction: false

DISCLAIMER: this upgrade will reset all your ufopedia articles to "not seen"... but don't worry, you can mark them all as seen by pressing X (or whatever hotkey you have for clear inventory)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Neo23 on February 24, 2017, 03:26:56 pm
Hi, I really love all your efforts with OXCE+ Meridian and big thanks to Yankes too of course!

There seems to be a problem with the new fixed user options feature. If defined, via ruleset on a vanilla based mod, the game crashes on clicking the advanced user options button in the options menu. The error: [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Happens only with the fixed user options code, otherwise it works fine.

I wonder, would it be possible to hardcode ufopedia text and button colors and support custom palette backgrounds and pictures without have to edit every picture to match palette entries? It is very inconvenient and full support for 256 color custom palette or 16 Bit color pictures with ruleset definable text and button colors would be really cool and easy to use. Weaponspedia excluded of course, because of needed battlescape palette. But, maybe the background..?
Short: Able to choose ufopaedia.pal color entries for text and buttons and allow pictures in pedia with any custom palette.

Looking forward to the upcoming base defence features, TFTD text color support and your next let's play episode. Keep up the good work, guys! You make a original X-Com hardcore fan really happy.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 24, 2017, 04:06:13 pm
Hi, I really love all your efforts with OXCE+ Meridian and big thanks to Yankes too of course!

Thanks!

There seems to be a problem with the new fixed user options feature. If defined, via ruleset on a vanilla based mod, the game crashes on clicking the advanced user options button in the options menu. The error: [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Happens only with the fixed user options code, otherwise it works fine.

Can you please post the ruleset, which causes the crash?
I don't have a crystal ball :)

I wonder, would it be possible to hardcode ufopedia text and button colors and support custom palette backgrounds and pictures without have to edit every picture to match palette entries? It is very inconvenient and full support for 256 color custom palette or 16 Bit color pictures with ruleset definable text and button colors would be really cool and easy to use. Weaponspedia excluded of course, because of needed battlescape palette. But, maybe the background..?
Short: Able to choose ufopaedia.pal color entries for text and buttons and allow pictures in pedia with any custom palette.

No, this is not possible (without changing everything).
If it was possible, I would implement it like that from start... I have no desire to make it inconvenient... it's just the best I can do.

Btw. did you see the plugin, which can do everything for you in one click?
https://openxcom.org/forum/index.php/topic,5290.msg79124.html#msg79124

Looking forward to the upcoming base defence features, TFTD text color support and your next let's play episode. Keep up the good work, guys! You make a original X-Com hardcore fan really happy.

 8)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Neo23 on February 25, 2017, 02:10:33 am
Sure, from my mod's vars.rul file:
Code: [Select]
# OXCom Extended Plus - Fixed User Options
fixedUserOptions:
  battleUFOExtenderAccuracy: true
  canSellLiveAliens: true
  battleExplosionHeight: 1
  storageLimitsEnforced: true
  craftLaunchAlways: true
  canTransferCraftsWhileAirborne: true
  showMoreStatsInInventoryView: true
  strafe: true
  alienBleeding: true
  battleInstantGrenade: false
  weaponSelfDestruction: false

About the pedia images, i was afraid it was not that simple to do, but do not worry, you are doing a great job anyway with all these new features and still keep everything vanilla compatible.
Indeed, I never heard of that converter plugin. Never used GIMP before, but this plugin sounds really nice. Actually this seems to make everything easy and convenient to use. Thanks for the Tip, exactly what I needed!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 25, 2017, 10:47:26 am
Sure, from my mod's vars.rul file:

Works for me... can you try with just one setting?

PS: you are not limited to just those from my example, all advanced settings can be fixed.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 25, 2017, 02:10:12 pm
New version is up.

2017-02-25
 - Ability to define multiple hidden movement backgrounds: https://openxcom.org/forum/index.php/topic,4830.msg79722.html#msg79722
 - Fixed bug with displaced and exploding primed grenades (when equipped using templates, after mission briefing)
 - Ability to display mission info on Geoscape: https://openxcom.org/forum/index.php/topic,4830.msg79717.html#msg79717
 - Added sort by name button in Select Armor GUI
 - Ability to skip base defense missile fire

Download: https://drive.google.com/open?id=0B8itkFQbhj-YbEFtdVVxb08yMEk

Code: [Select]
alienDeployments:
  - type: STR_LOC_SPACE_STATION_3
    alert: STR_ALERT_ORBIT
    alertDescription: STR_ALERT_ORBIT_INFO
    briefing:
      palette: 3
      background: ORBIT_BACKGROUND.SCR
hiddenMovementBackgrounds:
  - TAC00.SCR
  - TAC01.SCR # DON'T use this one, it will be cut off on the edges, which you don't want
  - BACK04.SCR # use other existing backgrounds on your own risk, I'd create new ones, just to be sure

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_START_FIRING: "Fire!"
      STR_SKIP_FIRING: "Let them in..."
      STR_INFO: "INFO"
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Neo23 on February 25, 2017, 03:03:08 pm
I tried every option alone to be sure and the game crashes with all of them except for one. The "showMoreStatsInInventoryView" option is the only working one, all others crash on advanced options menu.
It is really strange. I can not imagine what could be missing here. All files are there and the mod is very very early. Nearly nothing is implemented yet. Most is vanilla. I am just preparing to use OXCE+ for my new mod and test out features.

P.S. I am using german language, but I doubt it has anything to do with it. Missing strings usually don't crash the game.

Quote
PS: you are not limited to just those from my example, all advanced settings can be fixed.
Thanks, that is good to know.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 25, 2017, 04:19:40 pm
P.S. I am using german language, but I doubt it has anything to do with it.

Yup, it does, lol.
The issue was with multi-line descriptions... in which case the function getRows() didn't return the correct number of rows ???

Will be fixed in next version.
(https://github.com/MeridianOXC/OpenXcom/commit/20df4ea95f25d1f3b35c5e9170652cf8f67586eb)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Neo23 on February 25, 2017, 07:49:38 pm
Cool, I am glad you figured it out. By the way, do you plan to unhardcode the remaining strings too? Like medkit target for example? Would be nice to be able to translate all strings.
Thank you for everything!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 25, 2017, 07:57:31 pm
By the way, do you plan to unhardcode the remaining strings too? Like medkit target for example? Would be nice to be able to translate all strings.
Thank you for everything!

Yes, I plan to rebase the entire OXCE+ code in Q2/2017 and unhardcode everything that was done in this still-prototyping phase (translations, colors, hotkeys, etc.).
I have roughly 20 items remaining on my todo list, should take me about 2-3 months to finish them... and after that I'll do the rebase.
I actually wanted to wait until OpenXcom 2.0 comes out... but looking at the current state, I don't think that will ever happen.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Dioxine on February 26, 2017, 06:21:40 pm
I'm not sure if I like the changes to the Ufopedia filters. The 'Show only new' button seems useless, as new items are lighted up anyway; and the useful 'mark all as read' button is gone, replaced by a hotkey, which most players won't even know.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: BTAxis on February 26, 2017, 06:35:26 pm
It's easy to miss unread articles in Piratez though, the lists get pretty long and some articles are added silently. That said I haven't really played since this got changed so I don't know if it's an improvement.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: clownagent on February 26, 2017, 07:41:32 pm
I experience a slightly annoying problem with ufopedia:

When you page through the ufopedia there is some flickering whenever the palette is different between two images. It looks like for a few milliseconds the image is shown in the wrong palette before it switches to the correct palette.

I think this effect is also there in vanilla, but only barely visible, because the palette does not change often between pages. However, if you have a custom palette for each image the effect gets really obvious and disturbing.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 27, 2017, 12:58:49 am
I'm not sure if I like the changes to the Ufopedia filters. The 'Show only new' button seems useless, as new items are lighted up anyway; and the useful 'mark all as read' button is gone, replaced by a hotkey, which most players won't even know.

The feature was added as a workaround for vanilla "bug" so that people know which articles are new, when the game doesn't notify you.
https://openxcom.org/forum/index.php/topic,4108.0.html

The "Show only new" button is very useful for me; after many research topics (and after each version upgrade), there were many new topics and I had to scroll for them tediously... in long sections (like Weapons) this took a lot of time. "Show only new" saves me all the searching and scrolling.

On the other hand, throughout the whole LP, I haven't used "Mark all as read" button even once.
I want to see and read the new articles, not ignore them all... that's why the feature was introduced in the first place.

PS: As for the manufacture and missing "Hidden" category, I've seen the complaints, I am thinking how to best address them... and still keep research/manufacture/ufopedia GUIs aligned/unified

I experience a slightly annoying problem with ufopedia:

When you page through the ufopedia there is some flickering whenever the palette is different between two images. It looks like for a few milliseconds the image is shown in the wrong palette before it switches to the correct palette.

I think this effect is also there in vanilla, but only barely visible, because the palette does not change often between pages. However, if you have a custom palette for each image the effect gets really obvious and disturbing.

I don't know if there is anything I can do about it.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 01, 2017, 08:29:42 pm
New version is up.

2017-03-01
 - Better info about remaining ammo/uses in Inventory and Hand UI
 - Direct link to craft screen from "Not enough pilots" popup
 - Unhardcoded all pilot-related constants
 - Fix for last region/country graph button not being displayed (if more than 16)
 - Right-click graphs button to toggle all buttons: https://openxcom.org/forum/index.php/topic,4990.msg73377.html#msg73377
 - Civilian deployment by type: https://openxcom.org/forum/index.php/topic,4830.msg79731.html#msg79731
 - Fixed CTD in advanced options, when text was too long (e.g. in German)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YS0JFVGVKVndubkE

Code: [Select]
# aim bonus/penalty = (averageBaseAccuracyOfAllPilots - pilotAccuracyZeroPoint) * pilotAccuracyRange / 100;
# dodge bonus/penalty = (averageBaseReactionsOfAllPilots - pilotReactionsZeroPoint) * pilotReactionsRange / 100;
pilotAccuracyZeroPoint: 55 # accuracy for no aim bonus
pilotAccuracyRange: 40 # impact (as percentage of distance to zero point) on aim in dogfight
pilotReactionsZeroPoint: 55 # reactions for no dodge bonus
pilotReactionsRange: 60 # impact (as percentage of distance to zero point) on dodge in dogfight
pilotBraveryThresholds: # impacts approach speed, does not impact disengage speed (craft acceleration is used for that)
  - 90 # 200% very bold
  - 80 # 150% bold
  - 30 # 100% normal
# less => 50% cowardly

Code: [Select]
alienDeployments:
  - type: STR_LOC_LOKNAR_VILLAGE_DEFENSE
    civilians: 0 # no random civilians
    civiliansByType:
      STR_SECTOID_COMMANDER: 1 # yes, now he's a civilian (not for diary purposes tho, can't fool the race)
      STR_HUMAN_FATMAN: 4 # with 2-4 sumo guards

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_ASSIGN_PILOTS: "Assign pilots..."
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: EttyKitty on March 03, 2017, 05:52:37 pm
Can somebody help to me with installation? I know, I'am noob but please help, I very want this features in X-PirateZ. When I just copy .exe and activate strings like a mod - nothing changes.
What should I do?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 03, 2017, 06:00:55 pm
Hi EttyKitty,

and welcome to the forum!

Which feature exactly are you trying to activate?
(so that I know what to answer without giving just a very generic answer)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: EttyKitty on March 03, 2017, 06:13:59 pm
Hi Meridian,
ty.

I don't know which feature exactly I'am trying to activate. I have read all of changelogs but here is so many changes, so I want activate all of this but I don't know how. I try to use two download links with .exe file and missing strings and try to install it (copy .exe file in X-PZ folders and put "missing strings" in mods folders) but I think what this is not work so easy.
Can you explain how I can enable all of your features, at least everything what you use in your LP?

Sorry for my bad english, I don't know it so good.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: BTAxis on March 03, 2017, 07:08:20 pm
1) Install X-Piratez as normal
2) download the latest OXCE+ exe from this thread (executable only, you don't need the strings)
3) copy the exe over the one from X-Piratez (overwrite it)
4) Done!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on March 03, 2017, 07:12:55 pm
The .exe in X-Piratez is usually the version of the engine you want to run with the mod, Dioxine packages the latest version with which the mod is compatible, so most of the time you won't want to replace the included one.  The instructions are correct though if, for example, the latest version of OXCE+ includes an important bugfix or feature you want, and Meridian doesn't say it's not compatible with the latest version of Piratez.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: EttyKitty on March 03, 2017, 07:43:39 pm
BTAxis,
I do everything like you say but I have no any Meridian's new features from here. Nothing work.

ohartenstein2,
So latest version of OXCE+ just not compatible with X-Piratez 0.99F.1? Or I don't understand something?
Or this is just example?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on March 03, 2017, 07:59:20 pm
The newest one here in the thread should be compatible and has some bugfixes you probably want.  Running the exe should have all the new features, you don't need to enable any mods.  Which features specifically aren't working?  Some of them are ruleset features, which means they need to be enabled by the mod you're running, and that's a matter of Dioxine including them.  Most of the GUI features and bugfixes should work just fine though.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: EttyKitty on March 03, 2017, 09:05:44 pm
ohartenstein23,
Seems evrything is working, my bad. I just see that mission info on geoscape doesn't work and don't test other features, sorry, I'am really sorry.
But why info doesn't work? I play on ENG-US.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 03, 2017, 09:21:55 pm
I just see that mission info on geoscape doesn't work and don't test other features, sorry, I'am really sorry.
But why info doesn't work? I play on ENG-US.

The mission info is an optional feature... the modders first need to write that info... it doesn't just appear out of nothing :)
I'm sure it will be available with the next piratez version.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: EttyKitty on March 03, 2017, 09:48:03 pm
Meridian,
Oh, so I'm really sorry for that stupid situation. This is completle my bad.
Ty all for your answers.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Nord on March 04, 2017, 01:20:06 pm
Meridian, can you say something about your intentions to create an android version of OXCE+?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 04, 2017, 02:28:32 pm
Meridian, can you say something about your intentions to create an android version of OXCE+?

Yes.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Nord on March 04, 2017, 02:39:19 pm
All hail glorious Meridian!  ;D
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 06, 2017, 02:08:36 pm
New version is up.

2017-03-06
 - Clipless (but disposable) weapons are recovered the same way as weapons with clips
 - New research and New manufacture buttons now have the same hotkey as toggle quick search
 - Added "We can now purchase" GUI
 - Completed research can spawn an item (only direct research! indirect research gives nothing)
 - Fixed autosell feature (wasn't working properly)
 - Fixed a bunch of compiler warnings
 - Added (optional) knock-out indicator (purple box)
   * lights up if a unit's stun level goes above 75% (of current hp)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YT3AxLWRHckRpaDA

Code: [Select]
research:
  - name: STR_SPRING_CLEANING
    cost: 5
    points: 10
# this item will be spawned in the stores, if this topic is researched directly
# indirect research (get-one-free, zero-cost unlocks, mission bonus, etc. won't spawn any items)
    spawnedItem: STR_OLD_BOOKS
    dependencies:
      - STR_HELLO_WORLD

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_WE_CAN_NOW_PURCHASE: "We can now purchase"
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 07, 2017, 08:14:08 pm
New version is up.

2017-03-07
- upgraded to OXCE 3.7

Download: removed

EDIT: removed download link, because of bugs, please use next version
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Neo23 on March 08, 2017, 02:24:28 am
Hi, nice release as always. I know TFTD support is not done yet, but i want to report a small bug with the "small rank icon" feature. I think it works in TFTD too, but the soldiers name is not moved to the side, so there is no space for it. The text is overlaping the icons.

I would also like to make a little request. I made it sometime in 2015 on the openxcom bug tracker already, but it has not yet been implemented. The EU pedia shows craft weapon ammunition since 2015, but TFTD pedia don't. There is enough space under the weapons stats to fit craft weapon ammo count in. Why should TFTD not showing ammo when UFO does?

Thank you in advance!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: sectopod on March 08, 2017, 10:55:07 pm
hi,

are you aware, that at the linux download location

 - Executable(s) for Linux: https://lxnt.wtf/oxem/

every build reads "oxce3.5-plus-proto-<hash>-<date>-<os>.7z".

if it wasn't for the date and creation date of the file, I wouldn't know which one to pick, as the version number is the same for all. Maybe you didn't intend this.

in any case: thanks for the pre-builds!!!

greetings!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 08, 2017, 11:10:44 pm
Maybe you didn't intend this.

in any case: thanks for the pre-builds!!!

Those builds are actually not under my control.
They're set up and maintained by Stoddard.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 10, 2017, 12:44:28 pm
New version is up.

2017-03-10
 - Updated to OXCE 3.7a
 - Fixed disconnected purple indicator

Download: https://drive.google.com/open?id=0B8itkFQbhj-YanNRZ3VsQXU1Y2c
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 11, 2017, 12:55:09 am
Hi, nice release as always. I know TFTD support is not done yet, but i want to report a small bug with the "small rank icon" feature. I think it works in TFTD too, but the soldiers name is not moved to the side, so there is no space for it. The text is overlaping the icons.

Fixed.

I would also like to make a little request. I made it sometime in 2015 on the openxcom bug tracker already, but it has not yet been implemented. The EU pedia shows craft weapon ammunition since 2015, but TFTD pedia don't. There is enough space under the weapons stats to fit craft weapon ammo count in. Why should TFTD not showing ammo when UFO does?

Added.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 12, 2017, 12:07:16 pm
New version is up.

2017-03-12
 - Fixed merge error (AI CTD)
 - Items spawned by research now arrive via Transfers (= player is informed)
 - Enemies in exit zone (e.g. your craft) don't surrender anymore when you abort a mission
 - Added info about number of rounds to TFTD craft weapon pedia articles
 - TFTD support for tiny rank icons

Download: https://drive.google.com/open?id=0B8itkFQbhj-YV2wyZFNlcTg5WmM
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: SIMON BAILIE on March 12, 2017, 05:37:45 pm
I have tried changing the advanced options but the ones in purple seems unchangeable, tried manually changing them via notepad++ but no joy. How do I change these options?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on March 12, 2017, 05:53:35 pm
How do I change these options?

You don't, that's the whole point. :P
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: clownagent on March 12, 2017, 08:58:39 pm
I have tried changing the advanced options but the ones in purple seems unchangeable, tried manually changing them via notepad++ but no joy. How do I change these options?

In the Piratez.rul file in the mod folder you can change the options. Search for the following part:

Code: [Select]
fixedUserOptions:
  soldierDiaries: true
  battleUFOExtenderAccuracy: true
  canSellLiveAliens: true
  battleExplosionHeight: 2
  storageLimitsEnforced: true
  craftLaunchAlways: true
  canTransferCraftsWhileAirborne: true
  showMoreStatsInInventoryView: true
  battleHairBleach: true
  strafe: true
  alienBleeding: true
  globeSeasons: true
  forceFire: true
  alienBleeding: true
  allowPsionicCapture: true
  bleedingIndicator: true
  autoSell: true
  statisticalBulletConservation: true
  allowPsiStrengthImprovement: false
  psiStrengthEval: false
  playIntro: false
  showAllCommendations: false
  battleInstantGrenade: false
  weaponSelfDestruction: false
  retainCorpses: false
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: SIMON BAILIE on March 12, 2017, 09:16:17 pm
Cheers that did the trick.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on March 12, 2017, 09:44:49 pm
You know, these options are blocked for a reason.

Do what you want, it's your game, but...
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: robin on March 14, 2017, 12:14:47 am
Getting this bug on version 3.7a+:
1-- left/right click on the > arrow until I reach the item limit for the craft (and thus get "no more equipment allowed onboard" message popup**);
2-- left/right click again on >, and that happens, the item counter sort of "reverse" and gives a negative number.
It is reproducible.


(** Also when you get the popup and click "ok", you're scrolled at the very top of the equipment list, which is a bit annoying).

Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: AngelicJoker on March 14, 2017, 02:05:50 am
Hello everybody.  Can someone tell me what the STR_KNOCK_OUT_INDICATOR advanced option does?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Starving Poet on March 14, 2017, 05:54:54 am
It adds a purple indicator to the battlescape if someone has > 75% stun damage.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Dioxine on March 15, 2017, 02:27:59 pm
Cheers that did the trick.

Cheetar.

Also plz do not remove blue Fatal Wound indicators from unconscious units, since it'd make these indicators far less useful.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 15, 2017, 03:13:41 pm
Getting this bug on version 3.7a+:
1-- left/right click on the > arrow until I reach the item limit for the craft (and thus get "no more equipment allowed onboard" message popup**);
2-- left/right click again on >, and that happens, the item counter sort of "reverse" and gives a negative number.
It is reproducible.

I couldn't reproduce exactly what you describe.
If you start with less items in your craft than allowed, I could never go into minus.
If you start with more items than allowed in your craft... then step 1 makes no sense/cannot be performed, since you already have reached maximum.

I could reproduce the minus when I started with more items than allowed in my craft.
E.g. allowed items = 10, but I already have 50 items in my craft when I start the game
When I left/right click to add more, then some item go into minus to reach the 10 limit.
E.g. if I had 20 rifles and 30 clips in craft already (together 50), and click to add more clips, game sets the number of clips to -10 (so that together we have 20 + (-10) = 10 items)

Same happens in vanilla, so it's not an OXCE+ bug.

(** Also when you get the popup and click "ok", you're scrolled at the very top of the equipment list, which is a bit annoying).

Fixed.
This is OXCE+ bug.
I never tested this case, since vanilla doesn't have any limits, nor any mod I use so far.

Note: It will still reset, when you return from the inventory... since the numbers might change in the meantime (OXCE+ has a feature to move items back to base also when you're in the inventory GUI)

Also plz do not remove blue Fatal Wound indicators from unconscious units, since it'd make these indicators far less useful.

Yes, I will leave it.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: robin on March 16, 2017, 10:39:20 pm
I couldn't reproduce exactly what you describe.
If you start with less items in your craft than allowed, I could never go into minus.
If you start with more items than allowed in your craft... then step 1 makes no sense/cannot be performed, since you already have reached maximum.

I could reproduce the minus when I started with more items than allowed in my craft.
E.g. allowed items = 10, but I already have 50 items in my craft when I start the game
When I left/right click to add more, then some item go into minus to reach the 10 limit.
E.g. if I had 20 rifles and 30 clips in craft already (together 50), and click to add more clips, game sets the number of clips to -10 (so that together we have 20 + (-10) = 10 items)

Same happens in vanilla, so it's not an OXCE+ bug.
For testing I modded the Avenger adding "maxItems: 144" (disabling any other mod but the OXCE+ extra strings).

Starting with a completely empty Avenger in Quick Battle mode:
a) I start adding rifles until I reach item limit (144 rifles) and I get "cannot add more" message popup.
b) I click "ok" to it and I'm brought back to the equipment list, showing the 144 rifles on board.
c) I still click to add more rifles and I immediately (as I should) get the "cannot add more" message popup.
d) I click "ok" to it and I'm brought back to the equipment list, but now it shows 0 rifles on board.
e) I click to add rifles and I immediately get the "cannot add more" message popup, even though it displays 0 rifles on board... (the craft looks completely empty, everything is "0").

The reset to 0 of point d) does not happen in vanilla OXC (latest nightly), but it keeps displaying 144 rifles.
Also, it resets to 0 if you're adding exclusively one item, if you have already different items on board, it reset to a negative value, which is equal to the amount of other items you have on board: so if you have 10 pistols, you reset to -10 rifles instead of 0.

Maybe there's something fucked up on my end, if some else could check this...
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 16, 2017, 10:48:43 pm
Before I start looking into Quick Battle... you do agree with what I wrote before about Equip Craft (not in Quick Battle), right?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: robin on March 16, 2017, 11:02:29 pm
I understand that if you start with more items than allowed in the craft, the game goes into negative to fix the total amount of items, so it matches the max available. Is it correct?
Anyway wait, let me page Solarius and Dioxine to see if they have the same behavior; if not, then it is on my end...
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on March 16, 2017, 11:16:02 pm
Anything for you, man...
Indeed, there are strange effects. For example, right-clicking on the up arrow gave me... -10 rifles. ADDIND more decreased the negative number. What?
Also, non-soldier units (dogs) seem to occupy the ship. Even though they're soldiers, not HWPs.

Anything else you want me tested?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 16, 2017, 11:17:58 pm
In standard Equip Craft dialog or in Quick Battle; or both?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: robin on March 16, 2017, 11:23:08 pm
In standard Equip Craft dialog or in Quick Battle; or both?
It happens (to me) in Equip Craft too.
I actually first noticed there, because I reached max items and I misclicked to add more, instead of removing them.
(Not trying to make you angry Meridian, I'm sorry if it seems so).

Anything else you want me tested?
Nothing, thanks!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Dioxine on March 17, 2017, 07:22:03 am
I confirm (QB mode at least), something's very wrong. For me, L-clicking on a Longsword gave me -40 Longswords each click. L-clicking, not R-clicking, to be very clear.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 17, 2017, 11:20:18 am
Fixed.
(I couldn't reproduce it, because the fix for scrolling issue already fixed it)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Stoddard on March 20, 2017, 08:37:13 pm
Hi.

The linux build farm unanimously choked on

Code: [Select]
Basescape/CraftEquipmentState.cpp: In member function ‘virtual void OpenXcom::CraftEquipmentState::init()’:
Basescape/CraftEquipmentState.cpp:238:10: error: second operand to the conditional operator is of type ‘void’, but the third operand is neither a throw-expression nor of type ‘void’
  _reload ? initList() : _reload = true;

this is https://github.com/MeridianOXC/OpenXcom/commit/192cd34179fc0d2e224721a0fd9b71f5dd4c0907

As for

every build reads "oxce3.5-plus-proto-<hash>-<date>-<os>.7z".

if it wasn't for the date and creation date of the file, I wouldn't know which one to pick, as the version number is the same for all. Maybe you didn't intend this.

"oxce3.5-plus-proto" is the name of the git branch, and thus isn't strictly bound to the version number. Sorry for the confusion.

EDIT: I'm open to suggestions re version naming. I can extract "Extended 3.7a+" or "3.7.0.0" or both from the sources and incorporate that into the name. What naming would be least confusing?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: sectopod on March 20, 2017, 10:16:03 pm
@Stoddard
to me as an end user

Extended 3.6+
Extended 3.7+
Extended 3.7a+

looks more appealing. it is what everyone is using on the forum and it also is the same what it says in-game on the title screen.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Stoddard on March 20, 2017, 10:34:27 pm
I set it up this way for the trusty64 build.

When the code is fixed and actually builds, I'll set up the rest of the builds the same way.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 20, 2017, 11:38:28 pm
When the code is fixed and actually builds, I'll set up the rest of the builds the same way.

Try now pls.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Stoddard on March 20, 2017, 11:46:02 pm
Try now pls.

Builds ok now, thanks.


EDIT:

Ok, the build scripts were fixed to produce " Extended-3.7a+-3e78dbd-2017-03-20-xenial-x86_64.7z" and the like at https://lxnt.wtf/oxem/ .

Old stuff is in the 'Attic'.


Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: sectopod on March 22, 2017, 04:34:13 pm
thanks from a linux user.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Stoddard on March 22, 2017, 10:47:45 pm
thanks from a linux user.

You're welcome. Please don't hesitate to PM me if something breaks.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on March 24, 2017, 12:36:01 am
Meridian, would you be interested in adding a feature of random X-Com base names? I don't like coming up with names that much, plus it would be kinda fun to write the generator.

The only difference, game-wise, is that at building a new base, when you are prompted for name, there would be a string already - you can delete it or just press Enter. (Of course you can also rename the base late, like always.)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Neo23 on March 25, 2017, 10:57:48 pm
Meridian, maybe you like some new features I was thinking about and can add them to OXCE+.

1. Definable sounds for events on geoscape. Would be nice to add a sound effect on UFO detection like in the intro cutscene "Warning, warning... UFO detected!".
Play definable sounds for events which may be nice to have:
- UFO detected
- Research complete
- Production complete (workshop and facilities separate)
- Goods have arrived
- Mission event alert, like terror missions (be able to give every different mission type its own sound would be cool)

Most could be achieved through custom vars like "Event_SFX_UFO: 154" and missions get something like "BriefingAlertSound: 155" in alienDeployments.
undefined = feature deactivated/unused


2. Some menu backgrounds are still not moddable via ruleset and you need to replace original graphics files. And it always bothers me that the HWP ufopedia background can not be customised. I would really like to make proper backgrounds for every tank, my doggies and other units. Adding  "image_id: SOMEHWPBACKGROUND_CPAL.SPK" support for this kind of pedia entries (type 3) would be cool.


3. Is there a hidden option to disable the "move base facilities around" feature? I like nearly everything in OXCE and OXCE+, but this is to cheaty for me. Moving underground facilities without costs or time consumption around is not very realistic and make proper base planing redundant. I think a user option for this feature, like the tech-tree viewer got, would be good (if there isn't already one).


4. The mission briefing music play most of the time only for 2-4 seconds until you hit OK. This is a little sad, especially with custom music. Would be cool if the briefing music would continue playing until you have equip your soldiers and start the mission. As optional feature of course.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Dioxine on March 26, 2017, 08:31:15 pm
I support this, all good ideas!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 27, 2017, 03:17:28 pm
Meridian, would you be interested in adding a feature of random X-Com base names? I don't like coming up with names that much, plus it would be kinda fun to write the generator.

The only difference, game-wise, is that at building a new base, when you are prompted for name, there would be a string already - you can delete it or just press Enter. (Of course you can also rename the base late, like always.)

OK

Meridian, maybe you like some new features I was thinking about and can add them to OXCE+.

1. Definable sounds for events on geoscape. Would be nice to add a sound effect on UFO detection like in the intro cutscene "Warning, warning... UFO detected!".
Play definable sounds for events which may be nice to have:
- UFO detected
- Research complete
- Production complete (workshop and facilities separate)
- Goods have arrived
- Mission event alert, like terror missions (be able to give every different mission type its own sound would be cool)

Most could be achieved through custom vars like "Event_SFX_UFO: 154" and missions get something like "BriefingAlertSound: 155" in alienDeployments.
undefined = feature deactivated/unused

All these already produce a popup window... why would I need more notification?
Or am I missing something?

2. Some menu backgrounds are still not moddable via ruleset and you need to replace original graphics files. And it always bothers me that the HWP ufopedia background can not be customised. I would really like to make proper backgrounds for every tank, my doggies and other units. Adding  "image_id: SOMEHWPBACKGROUND_CPAL.SPK" support for this kind of pedia entries (type 3) would be cool.

I can add a background, but it can't be in a custom palette.
Must be the same palette as the HWP itself.

3. Is there a hidden option to disable the "move base facilities around" feature? I like nearly everything in OXCE and OXCE+, but this is to cheaty for me. Moving underground facilities without costs or time consumption around is not very realistic and make proper base planing redundant. I think a user option for this feature, like the tech-tree viewer got, would be good (if there isn't already one).

The option itself is hidden already, there's no documentation for it, and no promotion either.
It serves me (and people like me), who don't consider it cheating at all to avoid having to modify the save file instead.

"Proper base planning" is nice, but I don't have time to play PirateZ more than once every X years (X>3) and having to play without it would just be a PITA.

PS: Hiring 5000 workers in a tiny outpost in not realistic, going from sticks and stones to space flight in 2 years is not realistic, bottle of rum doing better and more consistent damage than pistols is not realistic, heck each base having a predefined area to build (of exactly same size, with walls around it made from Unbreakium) is unrealistic ... what I want to say is, this feature is saving me a lot of time and nerves, it's a great QoL improvement and removes a lot of unavoidable and lengthy tedium from the (PirateZ) game. Feel free not using it tho.

4. The mission briefing music play most of the time only for 2-4 seconds until you hit OK. This is a little sad, especially with custom music. Would be cool if the briefing music would continue playing until you have equip your soldiers and start the mission. As optional feature of course.

I don't know if this can be (easily) done... but I can try.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on March 27, 2017, 04:02:01 pm
3. Is there a hidden option to disable the "move base facilities around" feature? I like nearly everything in OXCE and OXCE+, but this is to cheaty for me. Moving underground facilities without costs or time consumption around is not very realistic and make proper base planing redundant. I think a user option for this feature, like the tech-tree viewer got, would be good (if there isn't already one).

We had a long discussion in the Piratez discord channel about this particular feature, and it ended with a proposal for a new feature to "legitimately" make bases easier to re-arrange - let certain buildings be built over others (e.g., any 1-square building can be built over a corridor), and make it possible for removed buildings to leave one behind (you remove your barracks and get a corridor left behind).  Building over an existing building would get some time and cost knocked off to represent not having to excavate at that location or whatever, so it would be an improvement over completely bulldozing the facility and relocating it.  This is on my list of things to implement, just a couple items from the top.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Neo23 on March 27, 2017, 04:03:07 pm
About 1: Just as cosmetic feature to bring more live to the geoscape and because it's cool.

About 2: I think you misunderstood me. I do not meant to show the actual HWP sprite in pedia, but just be able to change the type 3 "background". Like every craft has its own background picture. So that every HWP can have its own background too. No battlescape sprites.

About 3: I do not meant to offend you, I am sorry if it sounded like that. I only think an option would be good. It is not very well hidden because of all the shortcuts with CTRL and well... i have watched every X-Com related Video on your channel, so pirates too and others have seen this shortcut too, I am sure of it. This feature is just a matter of taste, I think. And we all have our own.

About 4: I was afraid it could be not that easy. In the original there are two executables for battlescape and geoscape, but I hope it can be done in OXC somehow. Would be really good to use briefing music properly.

Even when you do not want to implement this or it can't be done, I am very happy with OXCE+ and keep up the good work!


@ ohartenstein23: This idea sounds pretty cool and would add to base "gameplay" (I actually like micromanagement and complex functions).
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on March 27, 2017, 04:41:34 pm
About 2: I think you misunderstood me. I do not meant to show the actual HWP sprite in pedia, but just be able to change the type 3 "background". Like every craft has its own background picture. So that every HWP can have its own background too. No battlescape sprites.

I'm not talking about battlescape.
Just saying that the background picture for pedia will have to have the same palette as the foreground/content picture.
E.g. the kennels background will need the same palette as the dog foreground; or jungle background the same palette as foreground parrot.

In your example you had a _CPAL suffix, so I thought you wanted a custom palette, which is not possible (when having both background and foreground).

Or did you want to use background picture only?... without a foreground picture?

About 3: I do not meant to offend you, I am sorry if it sounded like that. I only think an option would be good. It is not very well hidden because of all the shortcuts with CTRL and well... i have watched every X-Com related Video on your channel, so pirates too and others have seen this shortcut too, I am sure of it. This feature is just a matter of taste, I think. And we all have our own.

No worries, I was just explaining myself (maybe too colorfully).
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Neo23 on March 27, 2017, 07:31:11 pm
Yes, just the background picture. No sprites in foreground, just normal text with the stats like always. You can already add those, if wanted, to the background (like craft weapon pictures for example).
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on March 27, 2017, 09:04:05 pm
All these already produce a popup window... why would I need more notification?
Or am I missing something?

I'm not sure, but I thought it was about custom sounds. Basically definable sounds for Geoscape events, which I think would be a very nice thing to have. ;)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Neo23 on March 27, 2017, 11:05:11 pm
Exactly. A played sound effect on opening one of the different event popup windows. An definable alert sound basically (actually, my intention was to implement voiceovers in case this feature got realised).
I wish my english was better, so I could describe more accurately what I actually want to say. Sorry about confusions. (One of the reasons my mods are only for some friends for now, I am too bad at writing complex research texts in english.)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: RSSwizard on April 01, 2017, 08:51:55 pm
Got some hit special effects, some of which im using but I thought they might be nifty for some stuff (especially high tech or exotic shotgun pellet hits). Ill add a follow up post to continue the attaches. All of these are ufo defense palette and as far as I know their animations are aligned.

* Bfg Sparks - adapted from doom64 bfg hit
* Tiny Explosion - adapted from my flak sparks (next post) with a small fireball explosion from doom64
* Arcane Fire Splash - from the vorepod/vore mod somewhere in the depths of zdoom forums.
* Warcraft 2 wizard's lightning strike hit
* Warcraft 2 incendiary explosion hit (catapult/ballista)

Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: RSSwizard on April 01, 2017, 08:59:22 pm
sparks02 - good replacement for default bullet impact, isnt monotone like the tftd version
sparks03 - dart gun, harpoon gun impact but good for anything else that isnt as forceful as a bullet
sparks04 - blue laser impact
sparks05 - flak guns, shotguns, anything else that produces alot of sparks or suggests multiple impacts in the same spot

whiteplasma - meh, it might go well for plasma shotgun pellets or something, its big but still suggests a 1 tile size explosion. This is from the plasma gun in blake stone planet strike.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: RSSwizard on April 01, 2017, 09:33:28 pm
And to cover the other UAC option, no telling whether this will fit necessarily but its worth a shot (the doom plasma rifle always seemed more electrical than splashy)

Edit: I plugged this in and it works fantastic, only thing is the standard laser/plasma splash sound effect doesnt really work well with it, but I already replaced that so I didnt notice.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Kammerer on April 02, 2017, 05:31:56 pm
Meridian, I don't know whether you're interested or whether it is even possible but I have one suggestion: can you add a scroll bar to the UFOPedia text blocks? Since XCF and X-Pirates contain very long articles describing the universe and the ongoing events this could give some more liberty to the modders and the translators while working on the texts.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: RSSwizard on April 03, 2017, 05:06:03 am
Meridian, I don't know whether you're interested or whether it is even possible but I have one suggestion: can you add a scroll bar to the UFOPedia text blocks?
Seconded, this has always been a pain, though usually modders just have to cater to that length. Ive noticed some articles in piratez that do seem to abruptly end, but they're actually stretching off the screen (I run 640x400 with pixel doubling so im effectively working with the same real estate as vanilla screen space).
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on April 14, 2017, 06:28:06 pm
New version is up...

2017-04-14
 - Android support!
 - Fixed next stage CTD
 - Fixed counting issue in Craft Equip
 - Fixed scrolling issue in Craft Equip

Download: https://drive.google.com/open?id=0B8itkFQbhj-YZ1M2MmlSdWlXS1E
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: robin on April 14, 2017, 10:53:21 pm
nice, thanks!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on April 15, 2017, 04:08:25 pm
Aaaaaand, the same version for Android: OXCEPlus-v3.7a-4c5574a.apk (https://drive.google.com/open?id=0B8itkFQbhj-YQWdHNmYyTld2ZDA)

This one should actually be fully playable.

My test results:
- vanilla UFO and TFTD tested and working fine
- Final Mod Pack works fine... load time about 20 seconds on my device
- Xcom Files works... load time about 50 seconds on my device

The only mod, which didn't work for me was XPirateZ, which crashes after 3 minutes of loading... most likely "out of system resources".
I managed to start it once (on an emulator), but it was soul-crushingly slow and crashed soon after.
Sorry pirate fans... but there's tons of great mods to play... and don't forget: vanilla loves you.

PS: you need to uninstall OpenXcom for Android, before you install OXCE+ for Android.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Yankes on April 15, 2017, 04:34:18 pm
The only mod, which didn't work for me was XPirateZ, which crashes after 3 minutes of loading... most likely "out of system resources".
I managed to start it once (on an emulator), but it was soul-crushingly slow and crashed soon after.
Sorry pirate fans... but there's tons of great mods to play... and don't forget: vanilla loves you.
Question is if we could improve this a bit. In best case scenario there lot of low handling fruits to pick up because memory efficiency was never goal of OXC.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on April 15, 2017, 04:55:48 pm
Question is if we could improve this a bit. In best case scenario there lot of low handling fruits to pick up because memory efficiency was never goal of OXC.

I'm not sure if I am able (or willing) to do it alone... but I'd help if someone took the lead.

Assuming this would not change the whole project internal structure... that doesn't sound like a good idea to me.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Yankes on April 15, 2017, 05:38:35 pm
I think, I could look on this after 3.8, one example what I could try is made memory allocations in batches, delete earlier not used memory etc.
Small changes that could have impact of memory usage.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Stoddard on April 15, 2017, 08:15:24 pm
I think, I could look on this after 3.8, one example what I could try is made memory allocations in batches, delete earlier not used memory etc.
Small changes that could have impact of memory usage.

If it's memory usage (X-Piratez use about twice as much compared to vanilla)...

then about 65% of it are images.

Consider:
Code: [Select]
96.93% (938,674,801B) (heap allocation functions) malloc/new/new[], --alloc-fns, etc.
->49.18% (476,277,936B) 0x5BB9193: SDL_CreateRGBSurface (in /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0.11.4)
| ->48.97% (474,181,792B) 0x628F4AB: ??? (in /usr/lib/x86_64-linux-gnu/libSDL_image-1.2.so.0.8.4)
| | ->48.97% (474,181,792B) 0x628F9C6: IMG_LoadGIF_RW (in /usr/lib/x86_64-linux-gnu/libSDL_image-1.2.so.0.8.4)
| |   ->48.97% (474,181,792B) 0x628D976: IMG_LoadTyped_RW (in /usr/lib/x86_64-linux-gnu/libSDL_image-1.2.so.0.8.4)
| |     ->48.97% (474,181,792B) 0x873FF3: OpenXcom::Surface::loadImage(std::__cxx11::ba

->09.66% (93,530,592B) 0x871AB4: OpenXcom::Surface::Surface(int, int, int, int, int) (Surface.cpp:87)
| ->08.32% (80,529,200B) 0x86DBF2: OpenXcom::SurfaceSet::addFrame(int) (SurfaceSet.cpp:267)
| | ->08.04% (77,853,184B) 0x70F8F4: OpenXcom::Mod::loadExtraResources() (Mod.cpp:3684)
| | | ->08.04% (77,853,184B) 0x7115FF: OpenXcom::Mod::loadAll(std::vect

->08.40% (81,334,272B) 0x5BB6E37: ??? (in /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0.11.4)
| ->08.40% (81,334,272B) 0x5BB90B5: SDL_CreateRGBSurface (in /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0.11.4)
|   ->07.52% (72,775,680B) 0x5BB924F: SDL_CreateRGBSurfaceFrom (in /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0.11.4)
|   | ->07.18% (69,499,904B) 0x871B0E: OpenXcom::Surface::Surface(int, int, int, int, int) (Surface.cpp:141)
|   | | ->06.77% (65,567,744B) 0x86DBF2: OpenXcom::SurfaceSet::addFrame(int) (SurfaceSet.cpp:267)
|   | | | ->06.49% (62,806,016B) 0x70F8F4: OpenXcom::Mod::loadExtraResources() (Mod.cpp:3684)

->04.33% (41,966,416B) 0x874149: OpenXcom::Surface::loadImage(std::__cx
| ->03.82% (36,970,464B) 0x70EA96: OpenXcom::Mod::loadExtraResources() (Mod.cpp:3574)

->03.83% (37,120,120B) 0x60443E8: Mix_LoadWAV_RW (in /usr/lib/x86_64-linux-gnu/libSDL_mixer-1.2.so.0.12.0)
| ->02.88% (27,932,976B) 0x83E435: OpenXcom::Sound::load(std::__cxx

->03.78% (36,562,600B) 0x9F68A1: YAML::detail::memory::create_node()
->01.21% (11,700,416B) 0x9F6887: YAML::detail::memory::create_node()

->06.19% (59,977,152B) 0x49193D: std::vector<OpenXcom::Cord, std::allocator<OpenXcom::Cord> >::
| ->06.19% (59,977,152B) 0x48D79E: OpenXcom::Globe::setupRadii(int, int) (stl_vector.h:676)
->10.35% (100,205,297B) in 1244 places, all below massif's threshold (1.00%)


And yaml parser is not releasing memory for some reason, but that's only about 5% of the total.

I'm not sure moving to loading images on-demand is feasible or even possible.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on April 15, 2017, 08:51:09 pm
I'm not sure what it is... that's why I used generic term resources.

I am (almost) sure, it is not an application exception, but an OS-related crash... each time I debugged (device or emulator), it simply crashed, no breakpoints. Emulator also restarted itself quite often.
The resource monitor in Android Studio didn't tell me much... actually memory usage was 2 MB according to them... which I guess was probably 2 GB... would be hilarious if they used MB instead of GB by mistake :D

As I said earlier, I managed to start it only on one emulated device, don't remember which one exactly... it was one of the newer tablets in default configurations.
It was hilariously slow:
- welcome screen opened for about 20 seconds... you could literally see each frame of window opening animation
- then I clicked on New Battle button... it was doing something for about a minute and then simply crashed and restarted (the whole emulator restarted, not xcom)

If anyone has experience with Android development, it would be good to look at Android version directly.
Although I think it's a resource problem, I don't think it's a simple "not enough memory" issue... probably more complicated than that :(
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Stoddard on April 15, 2017, 10:24:15 pm
I don't think there's any difference between vanilla and X-Piratez apart from 2x memory usage, at least from the OS point of view.

Still, we need someone with Android experience here.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on April 15, 2017, 10:39:33 pm
I don't think there's any difference between vanilla and X-Piratez apart from 2x memory usage, at least from the OS point of view.

Still, we need someone with Android experience here.

2x memory usage somehow doesn't feel right... I would expect more than just 2x. Just a feeling tho, probably wrong.

Can you try also the XCom Files for comparison? (Because that works just fine.)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Stoddard on April 15, 2017, 11:39:33 pm
2x memory usage somehow doesn't feel right... I would expect more than just 2x. Just a feeling tho, probably wrong.

Can you try also the XCom Files for comparison? (Because that works just fine.)

Sure, you're right. My fault.

Vanilla UFO: 50M
Vanilla TFTD: 64M
XcomFiles: 349M
XPiratez: 840M

You can check out the valgrind+massif output at https://lxnt.wtf/oxem/#/massif (https://lxnt.wtf/oxem/#/massif)

Is there any way to tell the emulator that it has 4x RAM?

EDIT: all data is for running the executable up to main menu showing up, then clicking 'quit'.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Yankes on April 16, 2017, 02:39:03 am
Thax this will be useful for future work on this.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on April 16, 2017, 01:51:27 pm
Is there any way to tell the emulator that it has 4x RAM?

Yes, I found an option to increase RAM... and it worked.

I also used some newer phones and tested there, see below.
Until now I tested only on an old tablet... because phone's screen is just too small.

On 1 GB and 1.5 GB it always crashes.
On 2 GB, I had only one crash so far... seems to be "just enough" for playing.
On 3 GB, no crash yet.

(https://openxcom.org/forum/index.php?action=dlattach;topic=4187.0;attach=27144;image)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on April 27, 2017, 03:10:32 pm
New version is up.

2017-04-24
 - "Close Quarters Combat" feature (by ohartenstein23): https://openxcom.org/forum/index.php/topic,5431.0.html
 - Displaying shotgun pellets also in ammo pedia articles
 - Indicator for items destroyed during research
 - Fixed heat vision (merge issue) -- didn't work at all since v3.5
 - Camo shouldn't affect formula for vision in smoke (I will add a better formula later)
 - Fixed infinite loop bug in research code (by karadoc)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YQVdWb2R5R1U5QjA

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_ITEM_DESTROYED: "Item destroyed:"
      STR_FAILED_CQB_CHECK: "Failed Close Quarters Combat Check!"
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Stoddard on April 28, 2017, 06:24:53 am
New version is up.

Did you not push it to github or something? Or is it the ca2e93d one?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on May 01, 2017, 07:17:30 am
By the way, can you tell me more about pilots? I always wanted to introduce pilots into the game, the destination of which is mandatory for ships (without them ships do not fly), who gain experience depending on the number of downed UFOs (give different bonuses to ships), that occupy space in residential modules, but do not participate in battles landing places on ships do not occupy. And as you have them implemented? It is possible more in detail?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on May 01, 2017, 12:18:06 pm
By the way, can you tell me more about pilots? I always wanted to introduce pilots into the game, the destination of which is mandatory for ships (without them ships do not fly), who gain experience depending on the number of downed UFOs (give different bonuses to ships), that occupy space in residential modules, but do not participate in battles landing places on ships do not occupy. And as you have them implemented?

All of it is possible... except one: pilots are fighting battles too, they don't just stay in the cockpit and watch.
(You can leave them inside the craft if you wish though)

It is possible more in detail?

All pilot-related changes with screenshots, translations, ruleset examples and links to more description:

2016-08-15: https://openxcom.org/forum/index.php/topic,4187.msg69429.html#msg69429
 + Added Craft Pilots GUI
 + Rebalanced pilot bonuses
 + Pilot approach/disengage speed bonus (based on bravery)
 + Pilot dodge bonus (based on reactions)
 + Pilot accuracy bonus (based on firing accuracy)
 + Ability to exclude a soldier type from piloting a craft
 + Craft can now require pilots

2016-08-17: https://openxcom.org/forum/index.php/topic,4187.msg69668.html#msg69668
 + Added ability to select pilots from crew manually

2016-08-21: https://openxcom.org/forum/index.php/topic,4187.msg70108.html#msg70108
 + Added cockpit capacity to Craft Pedia articles
 + Added option to auto-assign pilots

2016-08-26: https://openxcom.org/forum/index.php/topic,4187.msg70569.html#msg70569
 + Pilots can gain experience from dogfights

2016-09-02: https://openxcom.org/forum/index.php/topic,4187.msg71245.html#msg71245
 + Improve pilots' morale by +10

2017-02-20: https://openxcom.org/forum/index.php/topic,4187.msg79505.html#msg79505
 - Craft's disengage speed based on its acceleration, not pilot's bravery (still applies only to piloted craft!)

2017-03-01: https://openxcom.org/forum/index.php/topic,4187.msg79935.html#msg79935
 - Direct link to craft screen from "Not enough pilots" popup
 - Unhardcoded all pilot-related constants
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on May 01, 2017, 01:40:08 pm
Clearly understood. Thank you. Tell me - how to disable the ship from the possibility of landing missions? And at the same time bind them to STR_PILOT? This is to equip the interceptors with pilots.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on May 01, 2017, 01:45:31 pm
Clearly understood. Thank you. Tell me - how to disable the ship from the possibility of landing missions?

You can use "starting conditions": https://openxcom.org/forum/index.php/topic,4444.msg61196.html#msg61196

And at the same time bind them to STR_PILOT? This is to equip the interceptors with pilots.

I don't understand what you're saying here.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Neo23 on May 01, 2017, 02:18:09 pm
He means to use pilots for interceptors, but disallowing these ships for mission landing. This was something that bothered me too. I do not want do design maps for all crafts, especially interceptors, but be able to use pilots on all of them. Is excluding the craft from the mission type the only way to disallow a piloted craft to land on missions? Maybe a boolean option in crafts.rul would be better. Like: allowLanding: false

P.S. Thanks for a new version released.

P.S.S. Do you sill consider implementing some of my feature ideas on post 1230? Just asking, if not it is ok, just wanted to know. Hope dies the last.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on May 01, 2017, 02:41:56 pm
He means to use pilots for interceptors, but disallowing these ships for mission landing. This was something that bothered me too. I do not want do design maps for all crafts, especially interceptors, but be able to use pilots on all of them. Is excluding the craft from the mission type the only way to disallow a piloted craft to land on missions? Maybe a boolean option in crafts.rul would be better. Like: allowLanding: false

Currently not possible, but I can easily add it.

P.S.S. Do you sill consider implementing some of my feature ideas on post 1230? Just asking, if not it is ok, just wanted to know. Hope dies the last.

Can you please link it? I don't know which post is post 1230.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Neo23 on May 01, 2017, 07:28:02 pm
Sure. I can not find the code to link a specific post, so I quote myself. (page 83, first post)

Meridian, maybe you like some new features I was thinking about and can add them to OXCE+.

1. Definable sounds for events on geoscape. Would be nice to add a sound effect on UFO detection like in the intro cutscene "Warning, warning... UFO detected!".
Play definable sounds for events which may be nice to have:
- UFO detected
- Research complete
- Production complete (workshop and facilities separate)
- Goods have arrived
- Mission event alert, like terror missions (be able to give every different mission type its own sound would be cool)

Most could be achieved through custom vars like "Event_SFX_UFO: 154" and missions get something like "BriefingAlertSound: 155" in alienDeployments.
undefined = feature deactivated/unused


2. Some menu backgrounds are still not moddable via ruleset and you need to replace original graphics files. And it always bothers me that the HWP ufopedia background can not be customised. I would really like to make proper backgrounds for every tank, my doggies and other units. Adding  "image_id: SOMEHWPBACKGROUND_CPAL.SPK" support for this kind of pedia entries (type 3) would be cool.


3. Is there a hidden option to disable the "move base facilities around" feature? I like nearly everything in OXCE and OXCE+, but this is to cheaty for me. Moving underground facilities without costs or time consumption around is not very realistic and make proper base planing redundant. I think a user option for this feature, like the tech-tree viewer got, would be good (if there isn't already one).


4. The mission briefing music play most of the time only for 2-4 seconds until you hit OK. This is a little sad, especially with custom music. Would be cool if the briefing music would continue playing until you have equip your soldiers and start the mission. As optional feature of course.

In the beginning there were some misunderstandings. The following posts clarified them.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on May 01, 2017, 07:52:05 pm
1 and 2 are on my todo list.
3 is not.
4 is, but not sure if doable (without changing too much).

I am not very active right now... it might take a while to implement it.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on May 01, 2017, 08:45:12 pm
Number 3 is a matter of personal willpower ;)

On my list of things I want to code up, I have notes for letting the player build on top of certain facilities for decreased build time and cost, and letting facilities leave behind others when sold, such as having a simple corridor left over when removing most facilities.  I believe this would give some nice incentive for moving facilities around without using the OXCE+ special option.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on May 02, 2017, 12:13:25 am
Currently not possible, but I can easily add it.

That would be much appreciated. I want pilots, but many of my crafts are strictly interceptors, so no point in allowing them to land. Also I don't feel like making all these maps.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on May 02, 2017, 04:56:27 am
Can they be virtualized as engineers and scientists? Participation of pilots of transport ships in battles is also not very correct.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on May 02, 2017, 05:32:51 am
Can they be virtualized as engineers and scientists? Participation of pilots of transport ships in battles is also not very correct.

I can already assure you that Meridian will reject this idea; code-wise pilots (soldiers) are much too different from scientists/engineers (they are treated like items by the code) for pilots to act as either of those. It would require a great deal of change to make this happen in any capacity, a rewrite that none of the OXCE/OXCE+ contributors are ever likely to do. Sorry, but no dice there.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on May 02, 2017, 02:22:45 pm
I can already assure you that Meridian will reject this idea; code-wise pilots (soldiers) are much too different from scientists/engineers (they are treated like items by the code) for pilots to act as either of those. It would require a great deal of change to make this happen in any capacity, a rewrite that none of the OXCE/OXCE+ contributors are ever likely to do. Sorry, but no dice there.

Well, then can they make them non-participating in combat? Then it would be possible to increase the seats on the vehicles, according to the number of pilots, without the danger of game errors.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Neo23 on May 02, 2017, 02:27:34 pm
1 and 2 are on my todo list.
3 is not.
4 is, but not sure if doable (without changing too much).

I am not very active right now... it might take a while to implement it.

Thank you, I am very happy to hear that. And do not worry, just take your time.


That would be much appreciated. I want pilots, but many of my crafts are strictly interceptors, so no point in allowing them to land. Also I don't feel like making all these maps.

+1 I would like that feature too.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on May 02, 2017, 02:56:26 pm
Well, then can they make them non-participating in combat? Then it would be possible to increase the seats on the vehicles, according to the number of pilots, without the danger of game errors.

There is already a way to do this: if the number of defined xcom spawn points is less than the number of soldiers on the craft, the last few soldiers don't show up in battle. There's also an OXCE+ option to make pilots taken from the bottom of the soldier list.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on May 02, 2017, 03:44:50 pm
There is already a way to do this: if the number of defined xcom spawn points is less than the number of soldiers on the craft, the last few soldiers don't show up in battle. There's also an OXCE+ option to make pilots taken from the bottom of the soldier list.

However, excessive crew members, and especially tanks, that do not appear on the battlefield, often disappear altogether.

I address my idea more specifically.
In the "soldiers.rul", "STR_PILOT" is created - the only one from the whole list of soldiers who can control the ships. The rest are all "allowPiloting: false". The "STR_PILOT" itself needs a function like "allowCombatMission: false".
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on May 02, 2017, 04:35:25 pm
Personally, I think it's more realistic to have the pilot as a unit, they should still be able to pick up a firearm and point it in the correct direction even if not quite as well as trained infantrymen, but it seems reasonable to have an option to either make them not appear on the battlefield or better handling for the case of not enough spawn points for all the soldiers on the craft.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Dioxine on May 07, 2017, 01:40:53 pm
If you don't like pilots being full-fledged soldiers, you can make a STR_USELESS_SOLDIER soldier type, give them mediocre stats, disallow to use any armor and allow only them to pilot craft... With so many options, why regress to a crappier system with abstracted pilots? That'd be basically the same end effect as vanilla only done in a more convoluted way.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on May 07, 2017, 05:25:40 pm
If you don't like pilots being full-fledged soldiers, you can make a STR_USELESS_SOLDIER soldier type, give them mediocre stats, disallow to use any armor and allow only them to pilot craft... With so many options, why regress to a crappier system with abstracted pilots? That'd be basically the same end effect as vanilla only done in a more convoluted way.

Example; STR_PILOT the only ones who can manage the transport, participating in the battle were killed. What will happen to the ship and its crew? Will he be able to return to the base without pilots? What bugs does this evoke?

Quote
disallow to use any armor

By the way, about the armor ... Can you make the division of armor into classes, as with weapons for ships? That is, not every type of infantryman could use heavy armor. After all, a heavy armor to a sniper ... that's not right.

P.S. I just have variations of soldiers not in ranks, but in specializations. Snipers, grenade throwers, stormtroopers, telepaths and so on. I think it is more correct such a division of infantry.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: AngelicJoker on May 08, 2017, 09:57:30 pm
I've noticed an issue with saving games.  Equipment that is dropped by a soldier that panics is not saved and disappears after a reload.  Is this a known bug?  I'm planning to do some more tests tonight with this exe and the latest nightly.  I'll give an update when that's done.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on May 08, 2017, 10:13:59 pm
Is this a known bug?  I'm planning to do some more tests tonight with this exe and the latest nightly.  I'll give an update when that's done.

It's not known to me... please let us know once the testing is finished.

A save (before panicking) would also be handy.

EDIT: tested and reported here: https://openxcom.org/forum/index.php/topic,2915.msg82804.html#msg82804
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: AngelicJoker on May 08, 2017, 10:28:12 pm
Is there a good way to get units to panic and drop their stuff?  I'm thinking about using a flamer but am open to other suggestions.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on May 08, 2017, 11:14:07 pm
Is there a good way to get units to panic and drop their stuff?  I'm thinking about using a flamer but am open to other suggestions.

Mod some weapon to consume all morale as side effect is the quickest I can think of right now.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: NeoWorm on May 08, 2017, 11:31:03 pm
It's not known to me... please let us know once the testing is finished.

A save (before panicking) would also be handy.

I encountered it too. Multiple times on my android Area51 playtrhough. I wanted to investigate further but didn't have time to do so properly lately.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on May 10, 2017, 04:57:13 pm
New version is up.

2017-05-10
 - Fixed CTD with armor-specific movement sound
 - Left and right side armor values can be different now: https://openxcom.org/forum/index.php/topic,5435.0.html
 - R-click in Transfers GUI now does the same as in Sell GUI
 - Reset Geoscape timer when stores are full due to Production
 - Craft landing can now be disabled (e.g. for interceptors with pilots only)
 - CQC extensions (by ohartenstein23)

Download: https://drive.google.com/open?id=0B8itkFQbhj-Ya0xwV1V3UlgyOWs

Code: [Select]
armors:
  - type: STR_PERSONAL_ARMOR_UC
    frontArmor: 50
    sideArmor: 40      # right side armor = 40
    leftArmorDiff: 100 #  left side armor = 40 + 100 = 140
    rearArmor: 30
    underArmor: 30
crafts:
  - type: STR_INTERCEPTOR
    soldiers: 1
    pilots: 1
    allowLanding: false # this craft cannot land (and go on missions)
armors:
  - type: REAPER_ARMOR
    createsMeleeThreat: true # default false for 2x2 units, otherwise default true
    ignoresMeleeThreat: true # default true for 2x2 units, otherwise default false
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: AngelicJoker on May 10, 2017, 08:33:29 pm
It took longer than I expected, but I was able to do some testing in the latest X-PirateZ (.99G) and your patch fix exe.  There are 3 saves and two screenshots.

Pretest.sav - start of the mission
Testing.sav - shot group of girls with a flamer to drop morale
Post Test.sav - The next turn after most of them panicked.  Several dropped their equipment and I moved another girl on top of one of the dropped equipment piles to confirm the items were on the ground.

The two pictures show the ground inventory before saving and then the same spot after reloading the save.

I guess I'll have to create a weapon for testing the vanilla version as those soldiers are much more stoic about being set on fire.

I hope this helps.  Thanks!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on May 10, 2017, 08:37:47 pm
I hope this helps.  Thanks!

Yes, although I did the testing in the meantime already :)

Here's more details: https://openxcom.org/forum/index.php/topic,2915.msg82804.html#msg82804
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: AngelicJoker on May 10, 2017, 09:32:08 pm
Glad to hear there's an easy fix for it.  Can you tell me how you tested the panic in Vanilla?  I didn't see a way to mod a weapon to lower morale without OXCE.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on May 10, 2017, 09:55:44 pm
Glad to hear there's an easy fix for it.  Can you tell me how you tested the panic in Vanilla?  I didn't see a way to mod a weapon to lower morale without OXCE.

I implemented a hotkey in vanilla to lower the morale to zero... developer's shortcuts :P
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on May 11, 2017, 07:11:03 am
Many thanks for the update!
The only complaint is that the pilots will have to give only interceptors. But on the other hand, they need bonuses to air combat, and transports are not.

Tell me please, and the type of damage Electricity is in [OXCE +]? And what does it look like - is it 11 type of damage, or is it replacing something?

P.S. At me it is bad with English and to search for something it is improbably difficult, though I try and if I do not achieve success I ask questions.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on May 11, 2017, 02:39:07 pm
OXCE+ adds an additional 10 damage types beyond the original for modders to use so that they don't have to replace another type. Are you playing X-Com Files? There, electric is one of the additional damage types, used for things like tasers and stun batons.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on May 11, 2017, 06:17:40 pm
OXCE+ adds an additional 10 damage types beyond the original for modders to use so that they don't have to replace another type. Are you playing X-Com Files? There, electric is one of the additional damage types, used for things like tasers and stun batons.

I have the original + (OXCE +). There are 10 types of demag there and initially. I thought Electricity was 11 or 1 (which is not used), but apparently I made a mistake.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on May 11, 2017, 06:25:11 pm
There are 10 new types with ID: 10, 11, 12, 13, 14, 15, 16, 17, 18, 19.

Someone renamed one of them to "Electric" in one of the mods... but you can call them however you want.

Summary: OpenXcom has 10 damage types, OXCE+ has 20 damage types

https://openxcom.org/forum/index.php/topic,4830.msg77276.html#msg77276
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on May 11, 2017, 06:38:06 pm
There are 10 new types with ID: 10, 11, 12, 13, 14, 15, 16, 17, 18, 19.

Someone renamed one of them to "Electric" in one of the mods... but you can call them however you want.

Summary: OpenXcom has 10 damage types, OXCE+ has 20 damage types

https://openxcom.org/forum/index.php/topic,4830.msg77276.html#msg77276

Many thanks!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on May 15, 2017, 10:27:54 pm
New version is up.

2017-05-15
 - New flag to refund all resources (except craft) when a manufacturing project is cancelled (at any time)
    * also stop button is now cancel/stop/refund button based on what actually happens
 - Next Turn GUI background color is now same as in Battlescape
 - Fix ground items not saved properly after panicking
 - Fix CQC crash

Download: https://drive.google.com/open?id=0B8itkFQbhj-YLXZxemZDczBiWEE

Code: [Select]
manufacture:
  - name: STR_USE_DRILL_GOLD
    cost: 7500
    requiredItems:
      STR_TINY_DRILL: 1
      STR_MENACING_HULL: 1
    refund: true # refund 1x STR_TINY_DRILL, 1x STR_MENACING_HULL and $7500
extraStrings:
  - type: en-US
    strings:
      STR_REFUND_PRODUCTION: "REFUND!"
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: 2much on May 16, 2017, 04:32:14 am
Thank you Meridian! :-*
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on May 19, 2017, 09:04:08 pm
New version is up.

2017-05-19
 - New "Martial training at any time" user option (split from similar psi option)
 - Ability to show distance to target in dogfight GUI in kilometers
 - Status field in Dogfight GUI resized to use all available space
 - Added "We can now build" GUI
 - Added "We can now rent" GUI
 - Fix HWP ammo recovery (when returned to base because of starting condition)
 - Improved TTV indicators

Download: https://drive.google.com/open?id=0B8itkFQbhj-YSWR6cmdtXzdaTWM

Code: [Select]
showDogfightDistanceInKm: true
extraStrings:
  - type: en-US
    strings:
      STR_WE_CAN_NOW_RENT: "We can now rent"
      STR_WE_CAN_NOW_BUILD: "We can now build"
      STR_ANYTIMEMARTIALTRAINING: "Martial training at any time"
      STR_ANYTIMEMARTIALTRAINING_DESC: "Allows assigning soldiers to martial training at any time of the month."
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on May 21, 2017, 08:31:31 pm
New version is up.

2017-05-21
 - Reintroduced hidden manufacturing projects feature
 - Changed default night vision color to 8 (evening blue)
 - Automatic night vision user option
 - OXCE lighting by default turned off (vanilla compatibility)
 - Added flag offset per soldier type: https://openxcom.org/forum/index.php/topic,2915.msg83331.html#msg83331

Download: https://drive.google.com/open?id=0B8itkFQbhj-YSTJtd19TUHBnUHc

Code: [Select]
soldiers:
  - type: STR_SOLDIER_FROM_MARS
    flagOffset: 40
extraStrings:
  - type: en-US
    strings:
      STR_AUTO_NIGHT_VISION: "Automatic Night Vision"
      STR_AUTO_NIGHT_VISION_DESC: "Before night missions, turn personal lights off and turn night vision on."
      STR_FILTER_HIDDEN: "Hidden"
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on May 22, 2017, 10:50:59 am
Strange this mode of night vision ... No, I would understand if there was an option "nightVision" in the armor and it activated the night vision mode for a separate (possessing this ability) unit. And so ... I do not even know how to use it without cheating.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: xracer on June 02, 2017, 06:13:48 am
Hey Meridian,

1st awesome work I mean awesome!!!  Is the build on the first page the latest, there are a lot of strings missing in TFTD.

Thanks
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on June 02, 2017, 10:18:44 am
1st awesome work I mean awesome!!!  Is the build on the first page the latest, there are a lot of strings missing in TFTD.

The missing strings are provided as a mod just a few lines below.
(A few are missing, I am updating that mod less frequently than the EXE)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Nord on June 08, 2017, 10:22:15 am
Hello again.
Small bugreport about TFTD:
First, thank you very much for your work.
Second, manufacturing menu uses almost invisible black color to write nev items names.
Third, i got suspicious situation with message about "airborne interception" when uso and interceptor both definetly was over the sea. Perhaps depth and hight parameters misplaced?

Also, looking at allowedItemCategories, i wonder: is there any way to create surface-only weapons, other than add startingconditions to ALL underwater missions?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on June 08, 2017, 11:12:23 am
Second, manufacturing menu uses almost invisible black color to write nev items names.

Will be fixed/configurable in the future.

Third, i got suspicious situation with message about "airborne interception" when uso and interceptor both definetly was over the sea. Perhaps depth and hight parameters misplaced?

Save pls.

Also, looking at allowedItemCategories, i wonder: is there any way to create surface-only weapons, other than add startingconditions to ALL underwater missions?

Not sure I understand the question.
You can create surface-only weapons category by flagging the relevant items, and then add such starting condition to surface-only missions.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Nord on June 08, 2017, 11:27:01 am
You can create surface-only weapons category by flagging the relevant items, and then add such starting condition to surface-only missions.
And in all other missions (without that condition) this item will be unavailable?

Upd: about airborne interception - i am sorry, it is my mistake.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on June 08, 2017, 11:44:15 am
And in all other missions (without that condition) this item will be unavailable?

No, if you want that too, you'll have to create underwater-only category and assign it to all underwater-only missions.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Nord on June 08, 2017, 12:35:50 pm
No, if you want that too, you'll have to create underwater-only category and assign it to all underwater-only missions.
Then that is what i must do. Thanks.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on June 09, 2017, 11:48:02 am
New version is up.

2017-06-08
 - Always fit "Ufopedia" label within the window boundaries
 - Support for big neutral units on the minimap
 - Ctrl+Cancel button in UfoDetected UI now has a proper separate label
 - (nerf) TU and Energy cost for CQC
 - (buff) CQC now considers all surrounding units, not just one
 - Added info about armors you can wear on a mission
 - Changed TTV cheat code
 - Alien inventory works on own units again, with a correct paperdoll
 - Fix fitting items into inventory slots

Download: https://drive.google.com/open?id=0B8itkFQbhj-YcDZMRXdUb0RGcTA

Code: [Select]
closeQuartersTuCostGlobal: 12      # TUs required to attempt CQC; unsuccessful attempt doesn't spend the TUs, successful does
closeQuartersEnergyCostGlobal: 8   # Energy required to attempt CQC; unsuccessful attempt doesn't spend the Energy, successful does
extraStrings:
  - type: en-US
    strings:
      STR_WHAT_CAN_I_WEAR: "What can I wear?"
      STR_STARTING_CONDITION_ARMORS: "Yo! Yo momma so fat you can't take everything, Cap'n!{NEWLINE}{NEWLINE}These suits fit tho: {0}"
      STR_CANCEL_AND_IGNORE_UC: "CANCEL & IGNORE"

PS: working on merging OXCE 3.8 now
PPS: the "Ability to block research topics/paths" feature is still in testing phase, I need more time for this beastie
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Zharkov on June 09, 2017, 12:18:52 pm
What's TTV?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on June 09, 2017, 12:19:35 pm
Tech Tree Viewer
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on June 09, 2017, 04:38:30 pm
Thanks for the update.
Regarding the armor, not understand. Where and how should it be displayed? In my mod, there are restrictions on the armor, (in "armors.rul"), even the description of classes of infantry in Ufopedia did, but how to adjust the display of available armor? And where?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on June 09, 2017, 07:23:12 pm
Nice looking update, but I think something might be wrong with large units display.

There are four wolves on this screen:

(http://i.imgur.com/0VUWwj5.png)

But here we can only see two wolves on the scan:

(http://i.imgur.com/TmkEQRv.png)

EDIT: Attached the save for good measure (for X-Com Files).
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on June 10, 2017, 03:04:07 pm
Nice looking update, but I think something might be wrong with large units display.

Units, which are not visible to any soldier are not displayed on the minimap.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on June 10, 2017, 03:28:03 pm
New version is up.

2017-06-10
 - Merged OXCE 3.8

Download: https://drive.google.com/open?id=0B8itkFQbhj-YazVJWEw4eUdtV1k

PS: not tested at all, this is a preview/testing build, use at your own risk... but help with testing is definitely appreciated!


Known issues:
- inventory templates don't work
- cannot use gun butt when weapon is not loaded
- global inventory templates don't work
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on June 10, 2017, 04:18:25 pm
Well, the first thing that does not work is the inventory template. Simply does not work, throwing out equipment.
With mines, everything is the same.

P.S. A very big request - please make a Readme file where, could learn about the new functions in the control files.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on June 13, 2017, 02:59:04 pm
New version is up. Known issues from 3.8 are fixed.

2017-06-13
 - Merged OXCE 3.8a

Download: https://drive.google.com/open?id=0B8itkFQbhj-YMWlHRUQyV0ZGRG8

PS: still not tested a lot, use at your own risk
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: wolfreal on June 20, 2017, 06:07:25 pm
Does play tests using x-piratez works? What issues and crashes are ok to report in this thread? I think I found some issues with this executable using the last Xpiratez version, but I did not report it yet because neither piratez is using this executable or this exe is recommended for the mod yet.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on June 20, 2017, 06:56:28 pm
Does play tests using x-piratez works? What issues and crashes are ok to report in this thread? I think I found some issues with this executable using the last Xpiratez version, but I did not report it yet because neither piratez is using this executable or this exe is recommended for the mod yet.

It's not officially recommended, because it hasn't been tested yet (and has bugs).

If you can help us with testing, it is much appreciated (really)... feel free to report any and all issues you find.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: wolfreal on June 20, 2017, 08:11:47 pm
Perfect! I hope I´m not clogging the thread.

Here is one.

Using last piratez (G1) and the last OXCE+ executable, sometimes this kind of stuff happens in battles:
[20-06-2017_12-02-49]   [FATAL]   A fatal error has occurred: Unsupported action (val: 8) for item STR_SMALL_MEDIPACK
[20-06-2017_12-03-01]   [FATAL]   OpenXcom has crashed: Unsupported action (val: 8) for item STR_SMALL_MEDIPACK

It happens to me before with other combats. I remember a reticulan trying to use plasma pistol in a "unsopported" way too.

With the 3.7 executable this does not happen.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Yankes on June 20, 2017, 10:20:45 pm
this is my bug
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Bartojan on June 26, 2017, 04:04:11 pm
I can not switch to any other language from February 2017. Is it the bug or the feature? See https://openxcom.org/forum/index.php/topic,4058.msg78596.html#msg78596.
Screenshots from current Linux and Win versions attached.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on June 26, 2017, 04:31:11 pm
I can not switch to any other language from February 2017. Is it the bug or the feature?

PirateZ has stopped distributing the common language files (see attached).

That's where the list of languages is taken from.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on June 27, 2017, 10:30:48 am
2/ As a modder you probably know that the whole research-related ruleset is really buggy (probably the last place in OpenXcom with serious known bugs). "Requires" doesn't work at all, "getOneFree" works only sometimes and "Dependencies" and "Unlocks" has some funny effects too. If I would touch it, I would probably rewrite it completely. And that would break all non-trivial mods, which use all sorts of workarounds and hacks to achieve desired functionality (because I would of course not support hacks and workarounds, or at least not in the same form). We are in a deadlock situation here...

Rewritten. Fixed. Backwards-compatible! In the latest nightly...
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: hellrazor on June 27, 2017, 11:28:03 am
Rewritten. Fixed. Backwards-compatible! In the latest nightly...

I am still having headaches from helping...
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on July 11, 2017, 02:41:01 pm
New version is up.

2017-07-11
 - Merged recent OXCE bugfixes (bumped version to 3.8c)
 - Added more support for multi-ammo weapons (for OXCE+ specific features)

EDIT:  more fixes in 2017-07-12

NEW download: https://drive.google.com/open?id=0B8itkFQbhj-YYnVxaE1hUVgtSGc

This version still contains bugs, however for XcomFiles players, this is a RECOMMENDED update.
PirateZ players, please stay with 3.7, unless you want to help with testing.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on July 11, 2017, 03:22:30 pm
Many thanks; I will release an XCF update soon.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: tkzv on July 17, 2017, 01:33:25 pm
Geoscape becomes sluggish when multiple craft chase an UFO at a speed above "5 sec". To reproduce, load the attached "Slow chase.sav" and press "30 Min" — one of the processor cores would show 100% load and the screen would update very infrequently.
Git commit 327e1ace90ffcf3a4a4cbe2fdea03ac7909519cf, XcomFiles mod, Gentoo Linux AMD64.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on July 17, 2017, 01:42:32 pm
Geoscape becomes sluggish when multiple craft chase an UFO at a speed above "5 sec". To reproduce, load the attached "Slow chase.sav" and press "30 Min" — one of the processor cores would show 100% load and the screen would update very infrequently.
Git commit 327e1ace90ffcf3a4a4cbe2fdea03ac7909519cf, XcomFiles mod, Gentoo Linux AMD64.

If you have "Predict UFO trajectory" option turned on... please turn it off.
It's extremely slow, and even wrong... I don't know how it made into vanilla honestly...
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: tkzv on July 17, 2017, 03:30:42 pm
If you have "Predict UFO trajectory" option turned on... please turn it off.
It's extremely slow, and even wrong... I don't know how it made into vanilla honestly...
Thanks!
That also explains the van occasionally going away from UFO :)

Filed the bug as: https://openxcom.org/bugs/openxcom/issues/1348
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on July 17, 2017, 06:38:39 pm
New major OXCE+ version is up.

Based on vanilla nightly build from: 2017-06-26 (commit 689417f)

Download (v3.9a):
  - Executable for Windows (v2017-07-13): https://drive.google.com/open?id=0B8itkFQbhj-YcVd6WjNydlRVRHc
  - Version for Android (v2017-07-13): OXCEPlus-v3.9a-043ff8e.apk.zip (https://drive.google.com/open?id=0B8itkFQbhj-YX1Rlb3lLaW1DcUk)
  - Executable(s) for Linux: https://lxnt.wtf/oxem/#/ExtendedPlus
  - Data files: https://drive.google.com/open?id=0B8itkFQbhj-YcFNEeXB3ZjNSQTQ
  - Missing strings for download: https://openxcom.org/forum/index.php/topic,5130.0.html

Compatibility information:
  - This build is based on OpenXcom Extended 3.9 and is NOT compatible with X-PirateZ 0.99G.5 or lower. Please wait for 0.99H
  - XcomFiles 0.6.7 and higher are supported
  - any mod using Commendations will need to be updated as well

Changelog:
----------------
2017-07-13
 - New Android release
 - Merged OXCE 3.9a
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Nord on August 03, 2017, 01:36:33 pm
If today is a day for suggestions, then how about this one: minimal range for craft weapons. Like missile cant lock on target if it is closer than 25, e.t.c.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on August 03, 2017, 01:59:56 pm
If today is a day for suggestions, then how about this one: minimal range for craft weapons. Like missile cant lock on target if it is closer than 25, e.t.c.

I'm no expert on missiles... can someone enlighten me if something like that is realistic?
(please note that minimum possible distance in dogfight in xcom is 8 kilometers)

As for implementation, should be no problem...
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Nord on August 03, 2017, 02:49:21 pm
You mean in real life? Sure. Torpedoes turning up in a battle stance... Err, dont know how it is on english, sorry... after 2 to 10 nautical miles, air-to-air missiles have minimal radius (because they fly not by straight lin, but along the arc).
And dont forget about minimal safe range when use nuclear weapons.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: HelmetHair on August 03, 2017, 08:14:18 pm
I'm no expert on missiles... can someone enlighten me if something like that is realistic?
(please note that minimum possible distance in dogfight in xcom is 8 kilometers)

As for implementation, should be no problem...

Meh, A dude shot himself down in 1956 with a 20mm cannon and it hasn't happened since. Since minimum engagement range is 8km i'd leave it be.... but that's just my opinion. Safe distance for torpedoes, Air to Air and even nuclear weapons less than ~1 megaton all have minimum safe distances of less than 8km just hanging out, not counting being in a super advanced fighter which is shielded etc.
Title: Re: Meridian's resources and mods for X-PirateZ
Post by: Meridian on August 06, 2017, 10:27:15 pm
Meridian, any progress on the "inventory template" for crafts? It would be a very convenient feature, even as just a "quick save/load" and no actual writing of the templates in the saves for the longer term.

I didn't forget about you... this will be done next week.

@everyone: if you have any special wishes/ideas/suggestions how this should work in detail... let me know in the next 1-2 days...the feature basically is to be able to save the craft equipment and transfer it to another craft (e.g. from your old skyranger to your new shiny avenger)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on August 07, 2017, 02:18:21 pm
Maybe it is obvious, but just in case: please make sure that the game gives you a list of missing items.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on August 07, 2017, 02:34:42 pm
It's not obvious at all... how should the game let you know if you're missing for example 5000 items of 200 types?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on August 07, 2017, 04:18:23 pm
It's not obvious at all... how should the game let you know if you're missing for example 5000 items of 200 types?

Same as after a mission, if you don't have replacements.

Otherwise it would be a pain tracking it down manually...
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on August 08, 2017, 05:34:30 pm
New OXCE+ version is up.

2017-08-08
 - Ability to reopen mission briefing during the mission (Ctrl+B)
 - StatStrings per soldier type: https://openxcom.org/forum/index.php/topic,5638.0.html
 - Added craft equipment loadout save/load GUI (accessible via quicksave/quickload hotkeys): https://openxcom.org/forum/index.php/topic,5637.0.html
 - More debug/testing options in geoscape (CTRL+1 to CTRL+6): https://openxcom.org/forum/index.php/topic,5636.0.html
 - RESEARCH RULESET:
   - Ability to block (or even revoke) research topics/paths: https://openxcom.org/forum/index.php/topic,5482.msg86298.html#msg86298
   - Support for "getOneFree" with dependencies: https://openxcom.org/forum/index.php/topic,4830.msg86238.html#msg86238
   - Flag to give GetOneFree topics in sequential order: https://openxcom.org/forum/index.php/topic,5624.0.html
 - Added "Training Finished" GUI: https://openxcom.org/forum/index.php/topic,5561.0.html
 - EXPERIMENTAL: Added isLeeroyJenkins flag for units and made the AI act on it (by Stoddard): https://openxcom.org/forum/index.php/topic,5628.0.html
 - Ability to give a bounty item after a successful mission: https://openxcom.org/forum/index.php/topic,5625.0.html
 - Damage preview cannot go into minus anymore (was caused by range-based damage reduction)
 - Armor flags that disable running/strafing/kneeling: https://openxcom.org/forum/index.php/topic,5623.0.html
 - Considering perf. bonus for end-of-month economy warning
 - Removed Ctrl+W hotkey (show number of wounded soldiers)
 - Support for primed and hidden items on the minimap: https://openxcom.org/forum/index.php/topic,5620.0.html
 - Redesigned the auto-assign pilots functionality: https://openxcom.org/forum/index.php/topic,5574.0.html
 - Inventory::arrangeGround now sorts items by 'list order' (by karadoc)
 - Fixed living space check for personnel production projects (by karadoc)
 - Psi training no longer reduces stats to match the cap (by karadoc)
 - Fixed 2 ammo display glitches

Download: https://drive.google.com/open?id=0B8itkFQbhj-YVnhnaW8wSjBSbHM
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: AngelicJoker on August 09, 2017, 08:42:53 am
All of these new features look awesome and I can't wait for the next release of X-PirateZ to try it out.  Thanks so much for all the hard work you put in!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: SIMON BAILIE on August 09, 2017, 03:42:24 pm
I have to say, very nice touch with the minimap & grenades. Currently playing area 51 v0.94 with your exe of 08/08/17 and I'm wondering how do you get the damage preview to show on the carouser as well as the percentage chance to hit?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Dioxine on August 10, 2017, 06:01:40 am
Another great update, with many new features! Congratulations!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Stoddard on August 11, 2017, 07:01:37 pm
Hi Meridian,

Commit 7fdf8f951 broke builds on Ubuntu Trusty.

I think it's due to gcc and thus libstdc++ version (which is 4.8.4 there), since other builds are fine, starting with the Debian Jessie, where gcc is 4.9.2.


The nightmare of a C++ error is:
Code: [Select]
g++ -O3 -Wall -rdynamic -std=gnu++11  -D_GNU_SOURCE=1 -D_REENTRANT -I/usr/local/include -I/usr/include/SDL   -c -o ../obj/SavedGame.o Savegame/SavedGame.cpp
Savegame/SavedGame.cpp: In member function ‘bool OpenXcom::SavedGame::isResearched(const std::vector<std::basic_string<char> >&, bool, bool) const’:
Savegame/SavedGame.cpp:1844:24: error: no matching function for call to ‘std::vector<std::basic_string<char> >::erase(std::vector<std::basic_string<char> >::const_iterator&)’
     j = matches.erase(j);
                        ^
Savegame/SavedGame.cpp:1844:24: note: candidates are:
In file included from /usr/include/c++/4.8/vector:69:0,
                 from Savegame/SavedGame.h:21,
                 from Savegame/SavedGame.cpp:19:
/usr/include/c++/4.8/bits/vector.tcc:134:5: note: std::vector<_Tp, _Alloc>::iterator std::vector<_Tp, _Alloc>::erase(std::vector<_Tp, _Alloc>::iterator) [with _Tp = std::basic_string<char>; _Alloc = std::allocator<std::basic_string<char> >; std::vector<_Tp, _Alloc>::iterator = __gnu_cxx::__normal_iterator<std::basic_string<char>*, std::vector<std::basic_string<char> > >; typename std::_Vector_base<_Tp, _Alloc>::pointer = std::basic_string<char>*]
     vector<_Tp, _Alloc>::
     ^
/usr/include/c++/4.8/bits/vector.tcc:134:5: note:   no known conversion for argument 1 from ‘std::vector<std::basic_string<char> >::const_iterator {aka __gnu_cxx::__normal_iterator<const std::basic_string<char>*, std::vector<std::basic_string<char> > >}’ to ‘std::vector<std::basic_string<char> >::iterator {aka __gnu_cxx::__normal_iterator<std::basic_string<char>*, std::vector<std::basic_string<char> > >}’
/usr/include/c++/4.8/bits/vector.tcc:146:5: note: std::vector<_Tp, _Alloc>::iterator std::vector<_Tp, _Alloc>::erase(std::vector<_Tp, _Alloc>::iterator, std::vector<_Tp, _Alloc>::iterator) [with _Tp = std::basic_string<char>; _Alloc = std::allocator<std::basic_string<char> >; std::vector<_Tp, _Alloc>::iterator = __gnu_cxx::__normal_iterator<std::basic_string<char>*, std::vector<std::basic_string<char> > >; typename std::_Vector_base<_Tp, _Alloc>::pointer = std::basic_string<char>*]
     vector<_Tp, _Alloc>::
     ^
/usr/include/c++/4.8/bits/vector.tcc:146:5: note:   candidate expects 2 arguments, 1 provided

I can't make any sense of it :-\

Okay, this diff fixes the above error.
Code: [Select]
diff --git a/src/Savegame/SavedGame.cpp b/src/Savegame/SavedGame.cpp
index bd098de..9a3b369 100644
--- a/src/Savegame/SavedGame.cpp
+++ b/src/Savegame/SavedGame.cpp
@@ -1837,7 +1837,7 @@ bool SavedGame::isResearched(const std::vector<std::string> &research, bool cons
        if (skipDisabled)
        {
                // ignore all disabled topics (as if they didn't exist)
-               for (std::vector<std::string>::const_iterator j = matches.begin(); j != matches.end();)
+               for (std::vector<std::string>::iterator j = matches.begin(); j != matches.end();)
                {
                        if (isResearchRuleStatusDisabled(*j))
                        {

Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Yankes on August 11, 2017, 07:24:43 pm
http://en.cppreference.com/w/cpp/container/vector/erase C++11 allow const iterators to be used for erase. gcc 4.8 probably did not implements this yet.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Stoddard on August 11, 2017, 07:28:52 pm
http://en.cppreference.com/w/cpp/container/vector/erase C++11 allow const iterators to be used for erase. gcc 4.8 probably did not implements this yet.

Yep, most likely the case.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on August 11, 2017, 08:32:31 pm
Okay, this diff fixes the above error.

Fixed.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Stoddard on August 12, 2017, 03:08:21 pm
Fixed.

Thanks, builds are ok now.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Nord on August 13, 2017, 12:13:35 pm
Meridian, you said one day, that any armor with size 2 can have inventory. But when i make such thing, pressing the inventory button does nothing. I can still go to this unit inventory through other units, but...

Other thing: is it possible to unload fixed weapon's ammo?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on August 13, 2017, 02:52:00 pm
Meridian, you said one day, that any armor with size 2 can have inventory. But when i make such thing, pressing the inventory button does nothing. I can still go to this unit inventory through other units, but...

Other thing: is it possible to unload fixed weapon's ammo?

Inventory thing was fixed in nightly few days ago by supsuper I think... will be in the next OXCE version 3.9b or 4.0.

No, you cannot unload fixed weapon.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Nord on August 13, 2017, 03:37:43 pm
It is nice, thanks.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on August 13, 2017, 04:31:43 pm
The inventory is still available in the meantime either at the before-mission inventory screen or by opening the inventory on another soldier and using the scroll arrows.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on August 16, 2017, 10:30:00 pm
New OXCE+ version is up.

2017-08-16
 - Cleanup: integrated OXCE+ missing translations into data files
 - Better tooltips for blue and purple indicators
 - Night vision colors 1 and 10 banned for TFTD
 - Fix night vision (vanilla compatibility)
 - Cleanup: unhardcoded OXCE+ color codes (TFTD support!)
 - Palette preview GUI: https://openxcom.org/forum/index.php/topic,5652.0.html
 - Cleanup: unique interface ruleset codes: https://openxcom.org/forum/index.php/topic,5647.msg86719.html#msg86719
 - Removed "Predict UFO trajectory" user option
 - Option to play briefing music longer: https://openxcom.org/forum/index.php/topic,5647.msg86647.html#msg86647
 - Ufopedia article type 3 (for HWPs) can have a background now: https://openxcom.org/forum/index.php/topic,5647.msg86641.html#msg86641
 - Custom sound effects for geoscape events: https://openxcom.org/forum/index.php/topic,5647.msg86603.html#msg86603
 - Facility moving feature hidden behind the most useless options ever: https://openxcom.org/forum/index.php/topic,5647.msg86643.html#msg86643
 - New craft status "pilot missing": https://openxcom.org/forum/index.php/topic,5541.msg86567.html#msg86567
 - Smarter algorithm to assign crew when starting new game: https://openxcom.org/forum/index.php/topic,5541.msg86510.html#msg86510

Download: https://drive.google.com/open?id=0B8itkFQbhj-Yd1RrRFRqNjV1RjA

Important:
Starting with this version, OXCE+ comes with a full package (executable + data files)... similar to nightlies.
You MUST update the data files each time too, updating just the executable is NOT enough.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: alinare on August 17, 2017, 07:51:47 pm
Hello Meridian:
I think I have detected an error, when executing the exe. Specifically, it indicates a bad conversion in column 9, row 9 of this mod:
---------------------------------------------------------------------------------------
commendations:
  - type: STR_MEDAL_AUDACITYCITACION_NAME
    description: STR_MEDAL_AUDACITYCITACION_NAME_DESCRIPTION
    sprite: 33
    criteria:
      killsWithCriteriaCareer: [1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
    killCriteria:
      -
        1: ["STR_CHANCELLOR", "STR_LIVE_LEADER", "FACTION_HOSTILE", "STATUS_UNCONSCIOUS"]
      -
        1: ["STR_CARDINAL", "STR_LIVE_COMMANDER", "FACTION_HOSTILE", "STATUS_UNCONSCIOUS"]
ufopaedia:
  - id: STR_MEDAL_AUDACITYCITACION_NAME
    type_id: 7
    section: STR_COMMENDATIONS_UC
    image_id: AUDACITYCITACION
    text: STR_MEDAL_AUDACITYCITACION_NAME_UFOPEDIA
    text_width: 164
extraSprites:
  - type: Commendations
    width: 31
    height: 8
    files:
      0: Resources/Commendations/
  - type: AUDACITYCITACION
    singleImage: true
    width: 320
    height: 200
    files:
      0: Resources/Medals/AUDACITYCITACION_MEDAL.png
extraStrings:
  - type: en-US
    strings:
      STR_MEDAL_AUDACITYCITACION_NAME: "Audacity Citacion"
      STR_MEDAL_AUDACITYCITACION_NAME_DESCRIPTION: "The Citacion of Audacity, rewards the soldier's worth, to take prisoners to two important leaders of the feared and powerful Cult of Sirius."
      STR_MEDAL_AUDACITYCITACION_NAME_UFOPEDIA: "Sometimes, it is necessary to gather information, to be able to continue investigating and advancing in the design of new weapons or equipment. At other times, information must be obtained to find a particular secret location, or access enemy facilities or technology. Capturing an enemy alive, especially if it is warlike and well-armed, can be very dangerous and arduous. By not being able to kill him, a series of precautions and limitations are imposed that can favor him. This medal recognizes the difficulty and danger of capturing someone important. It is awarded for every two prisoners of the Cult of Sirius caught alive."
--------------------------------------------------------------------------------------------
As you can see, it is the mod, of a decoration, and so with all the others. I inform you of this, in case it could be of use to you, although I do not know if you will be aware of it.
By the way, great work.
Best regards.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on August 17, 2017, 08:02:23 pm
The ruleset formatting for commendations changed recently in the nightly version of OXC, and OXCE+ included these changes a little while back; the ruleset you posted uses the old format, so it will not load on OXCE+ 3.9 and newer.  See the mod posted in this message (https://openxcom.org/forum/index.php/topic,3048.msg85499.html#msg85499) for the correct formatting.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: alinare on August 17, 2017, 10:01:23 pm
Hello:
Okay, I think I made a mistake. Thank you very much for the clarification, and sorry for the foolishness.   ;D
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on August 20, 2017, 08:07:36 pm
New OXCE+ version is up.

2017-08-16
Download: https://drive.google.com/open?id=0B8itkFQbhj-Yd1RrRFRqNjV1RjA

Warning: there is something wrong with this version... it crashes unexpectedly... I have no idea why yet... but trying to figure it out... if you compile it yourself, it might work for you (the version I compiled using VS works fine... just the MXE version doesn't)

Attaching a save that crashes (when you try to start the ufo crash site mission)... if anyone wants to help debug.

EDIT: fixed in v2017-08-22
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Neo23 on August 20, 2017, 10:06:27 pm
Tested your save file and it crashed in 4 out of 5 tests. The fifth time it worked.
I created some test saves, one for UFO and one for TFTD. They crashed both the first time, but not every time after I load them up.
I attach these two save files. Maybe you can use them to compare some data. Crashes are unfortunately random and not 100% sure reproducible.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on August 20, 2017, 11:25:36 pm
Tested your save file and it crashed in 4 out of 5 tests. The fifth time it worked.

The randomness is probably caused by save scumming option turned on?
For me, it crashes every time (with save scumming option turned off)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Neo23 on August 21, 2017, 12:29:22 am
I didn't noticed this option was active. You are right, after I turned it off, 7 out of 7 tries crashed the game.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: RSSwizard on August 22, 2017, 05:39:42 pm
Here's a better looking RCF Carbine Clip (EP version included).
Names are identical to piratez resources, can be dropped right into another active mod's resources folder and it'll load just fine.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on August 22, 2017, 06:06:30 pm
New OXCE+ version is up.

2017-08-22
 - Fixed mission start CTD: https://openxcom.org/forum/index.php/topic,5647.msg87061.html#msg87061
 - Merged OXCE 3.9c
   - Fix?: Inventory crash on 2-stage missions: https://openxcom.org/forum/index.php/topic,2915.msg87002.html#msg87002
   - Fix: Fire ammo not generating light immediately: https://openxcom.org/forum/index.php/topic,2915.msg85724.html#msg85724
   - Fix: Proxy kills not counted: https://openxcom.org/forum/index.php/topic,2915.msg85727.html#msg85727
   - Fix: Sectoid on stairs immune to psi: https://openxcom.org/forum/index.php/topic,2915.msg85902.html#msg85902
   - Fix: AI crash: https://openxcom.org/forum/index.php/topic,5617.0.html

Download: https://drive.google.com/open?id=0B8itkFQbhj-YV29QUkRuMVlfVkk
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Yataka Shimaoka on August 23, 2017, 05:23:25 am
No new android build?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on August 23, 2017, 10:36:58 am
No new android build?

Nope.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: RSSwizard on August 24, 2017, 04:48:41 am
Names are identical to piratez resources, can be dropped right into another active mod's resources folder and it'll load just fine.

This is a replacement for the Smartrifle and its magazine.
Since the "Smartgun" is an analogy to the smartgun from the Aliens movie, I figured a similar weapon would be just as cool to have in its place. Also considering how much damage the smartrifle does and the fact it does huge autofire bursting, with a 50 round magazine... this choice is rather appropriate.

Also some muskets without the exaggerated curve on their stock, a more normal looking gas mask, and a different style RCF carbine.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on August 24, 2017, 09:57:50 am
You may want to post these into Dioxine's thread, not mine. I don't maintain PirateZ.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Solarius Scorch on August 24, 2017, 03:43:27 pm
I suggest splitting this topic and then moving the new one to Piratez... Then deleting this post  ;)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on August 25, 2017, 07:43:16 pm
New OXCE+ version is up.

   - Fix: Proxy kills not counted: https://openxcom.org/forum/index.php/topic,2915.msg85727.html#msg85727

At last! Fix works uniquely. Many thanks for the update!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Yataka Shimaoka on August 26, 2017, 07:28:48 am
So the buggy 3.9a will be the last android build?
Will mods developed with that OXCE+ version will work on the upcoming OXCE+ versions?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on August 26, 2017, 09:41:20 am
It won't be the last.
I just release Android builds less frequent than Windows builds...
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on August 27, 2017, 01:29:23 pm
New OXCE+ version is up.

2017-08-27
 - Units on fire can't use their camouflage
 - Fixed 3 chryssalids spawning from a single zombie (under very special circumstances)
 - EXPERIMENTAL: Civilians, react! https://openxcom.org/forum/index.php/topic,4595.msg85647.html#msg85647
 - Fixed battlescape tooltip color
 - Fixed "We can now buy" popup (was wrongly showing also items with costBuy=0)
 - Split engineer/scientist hiring cost and monthly cost
 - Split psi screening tech from psi training tech
 - Custom sound effects on detecting a new UFO: https://openxcom.org/forum/index.php/topic,5647.msg87230.html#msg87230
 - Added jukebox: https://openxcom.org/forum/index.php/topic,5673.0.html
 - Unhardcoded and separated some OXCE+ hotkeys

Download: https://drive.google.com/open?id=0B8itkFQbhj-YcHB4TGFvS05oTEk

Code: [Select]
# after this research, psionic screening is performed if the corresponding advanced option is turned on
psiUnlockResearch: STR_PSI_STRENGTH_SCANNER

Code: [Select]
costEngineer: 25000  # monthly cost
costScientist: 30000 # monthly cost
costHireEngineer: 1000000   # initial cost
costHireScientist: 50000000 # initial cost
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on September 02, 2017, 11:09:43 am
New OXCE+ version is up.

2017-09-02
 - Fix custom psi attacks not working (got broken in last version)
 - Tank turrets turn during reaction fire
 - Fixed Leeroy (now they really chaaaaarge!)
 - Ufopedia hotkey from "craft info" basescape GUI (opens craft article)
 - Showing current craft weapon (and slot type) in "craft weapons" GUI

Download: deleted
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on September 03, 2017, 04:35:53 pm
New OXCE+ version is up.

2017-09-03
 - One more fix for custom psi (hit animation crash)
 - Improvements to facility moving cheat (by karadoc)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YNjc0RDFoalN2Njg
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on September 08, 2017, 12:56:23 pm
Can you make a miniature version of the statistics of soldiers, a separate option, with the excision of the memory of each specific mission? To just how many killed, who and what weapons.
Example -

        diary:
          killList:
            - STR_FLOATER_SOLDIER: 4
            - STR_GILLMAN_NAVIGATOR: 2
            - STR_SECTOID_COMMANDER: 1
          killWeapon:
            - STR_GRENADE: 3
            - STR_PROXIMITY_GRENADE: 1
            - STR_SHOTGUN: 3

Ie - without indicating which specific mission and when each enemy was killed. And any successful action against the opponent, whether psionic, murder, stunning, or killing "improvisation", is saved only for the current battle and until its end, and then recorded in a common heap, as indicated above.

Simply, the current system very slows down the Save / Load process. When you have 250-300 soldiers who have committed 7-10 missions and killed 20-30 opponents each, the Save or Load process can take up to a minute.

Simply put, I propose to minimize statistics to one page, where only the total number and type of missions will be indicated, the number and type of killed / paralyzed opponents and the used armament. The used buttons are used to display the inventory of this soldier and display the equipment of the ship to which he is assigned.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on September 08, 2017, 01:07:11 pm
The current diaries UI and commendations definition/algorithm will not be compatible with that.
And I don't feel the need to develop a completely new diaries/commendations in parallel to the existing one.

EDIT: But there is a hidden option in options.cfg to completely remove diaries if you want... see attachment
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on September 09, 2017, 09:27:21 pm
Damn, well, you can also clear the memory of each destroyed unit without resorting to such radical methods! And you can not write them down after the fight with a list in a common heap, or what? This will also free up the memory and the size of the file "sav" will decrease. The rest can not be touched at all without the need.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on September 30, 2017, 05:35:08 pm
New OXCE+ version is up.

2017-09-30
 - Custom palettes can now be loaded from JASC palette files
 - Sniper AI (by ohartenstein23): https://openxcom.org/forum/index.php/topic,5679.0.html

Download: https://drive.google.com/open?id=0B8itkFQbhj-YcER2ZWRncHpmbXc

Code: [Select]
customPalettes:
  - type: PAL_BATTLESCAPE_NEW
    target: PAL_BATTLESCAPE
    file: Resources/Palettes/test.pal # JASC-PAL format, all 256 colors are mandatory
# "palette" attribute is ignored when "file" attribute is specified
    palette:
      0: [0,0,0]
      1: [241,240,240]
      2: [208,210,215]
      3: [184,188,193]
...
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: tkzv on October 02, 2017, 11:04:14 pm
I'm getting problems with Jukebox in X-Com Files mod:

1. When a mission has a custom track (e.g. spiders in a city), pressing "End" displays only the default track. If I switch to it, it's impossible to switch back to the custom track.
2. Quicksaves don't seem to save the current music. When I load a quicksave Battlescape game (pressing F9 or from the file list), the same track continues playing, be it the starting menu theme, Geoscape or a different Battlescape track. Games saved via the menu switch music correctly (unless they were saved after loading a quicksave and messing with tracks).

Mod version 0.7.1, engine Git version 54978fba1. Haven't tested with other mods.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Nord on October 05, 2017, 08:03:40 am
Not sure where to post.
I noticed that soldiers, who have gym status "Done", can not be removed from training.
Not even sure is it core or is it mod to blame.

Upd.: it was mod issue.  :-[

One more thing: Is implementing of "CustomArmorPreviews" requires a new game start?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on October 10, 2017, 06:18:01 pm
New OXCE+ version is up.

2017-10-10
 - More sniper AI fixes

Download: https://drive.google.com/open?id=0B8itkFQbhj-YdXhnZmE0eno0T3M
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: new_civilian on October 11, 2017, 02:45:24 pm
Was using the exe from 3rd september (3.9c) all the time and get CTDs when sacking soldiers that are in psi-training. Apart from that the exe worked. (saw that you fixed the hitanimation CTD later, i was about to report that, too)

The exe is awesome. It even got me back to modding. the custom psi-attacks are something, whew-wow!

Btw, is it possible to zombify a unit using the custom psi-attack? I tried yesterday with the old exe but couldn't get it to work. I was thinking about a really nasty psi-alien early on, to weed out those psi-weakling recruits  ;D
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on October 11, 2017, 03:14:33 pm
Was using the exe from 3rd september (3.9c) all the time and get CTDs when sacking soldiers that are in psi-training.

I cannot reproduce that... can you send me a save, where I can see such crash please?

Btw, is it possible to zombify a unit using the custom psi-attack?

I think it should be possible, not sure tho... I will investigate later and let you know.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: wolfreal on October 19, 2017, 06:16:38 pm
Stupid question: How I know what is the correct commit for the last published version when downloading from github?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on October 19, 2017, 06:36:30 pm
The code presented on github when you go to Meridian's repository (https://github.com/MeridianOXC/OpenXcom/tree/oxce3.5-plus-proto) should always be the latest commit.  If you're using git on your computer and have Meridian's branch saved as a remote, then
Code: [Select]
git remote update
git pull
will automatically pull the latest commit into the branch on your computer.

You can also check src/version.h (https://github.com/MeridianOXC/OpenXcom/blob/oxce3.5-plus-proto/src/version.h), the date of the last commit is usually in there.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: wolfreal on October 19, 2017, 07:15:16 pm
Perfect!, thanks, compiling :)

EDIT:

Where is the site to ask for help in the compiling process?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on October 29, 2017, 02:57:33 pm
Effective immediately, I put OXCE+ development on hold for uncertain amount of time.

Once the atmosphere gets friendly again and the community is able to cut off cancerous elements, I'll be happy to return...
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 20, 2017, 09:13:00 pm
Good news everyone!

Things moved... in the right direction... and I'm happy to return if you still want me.
Missed you.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Roxis231 on December 20, 2017, 09:29:08 pm
Welcome back.

I hope you haven't lost any of your enjoyment of X-com over what happend.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Kammerer on December 20, 2017, 09:41:47 pm
Great to see you again, Meridian! Welcome back. I was really afraid that you would completely abandon the project.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: tkzv on December 20, 2017, 10:45:51 pm
Glad you are back!

Here are a few problems with the previous engine release. Haven't tested them on the new one yet. Also listed here: https://openxcom.org/forum/index.php/topic,5818.0.html

1. If earnings and monthly income exceed 2^31 (2 147 483 648), there's a warning that you need to sell something to avoid taking credit. The game continues as before and money don't wrap around to negative. Doesn't occur in vanilla of OXCE. See the attached savegame: https://openxcom.org/forum/index.php?action=dlattach;topic=5818.0;attach=35249 (Observed for X-COM Files, but happens the same without mods.)

2. During compilation from source cmake checks that yaml-cpp version should be above or below 0.5.2. But that no longer seems to work — oxce3.5-plus-proto branch refuses to build with 0.5.1.

3. Quick search in inventory may give false positives, especially for single-letter queries. For example find "Bone Club" for "w". Observed on Gentoo Linux with "Extended+-3.9c-61d22e5-2017-10-10-xenial-x86_64" build from lxnt.wtf. See the attached savegame: https://openxcom.org/forum/index.php?action=dlattach;topic=5818.0;attach=35411 (requires X-Com Files mod).

4. I've made a patch that allows case-insensisitive search for non-English locales. I replaced every
towupper(c)
with
toupper(c, std::locale(""))
It uses the case conversion rules from the default system locale. Tested only for Unicode Russian, but should work for any Unicode system. If you are interested, the patch is here: https://github.com/MeridianOXC/OpenXcom/commit/31594f7c7e45bf0c1e0868975ef6da67b6827650
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 21, 2017, 02:43:16 pm
1. will be fixed

2. I don't have much experience with that, but I haven't changed anything... if it works with OXC/OXCE, it should work with OXCE+ too

3. In the inventory, the search also considers weapon category... so you can search for everything that is "underwater" or "plasma" or "fire damage".

Bone club has following categories, and matches "w" from "Underwater"
STR_BAT_CAT_STUN: "Dmg: Daze"
STR_BAT_CAT_UNDERWATER: "Underwater"
STR_BAT_CAT_0G: "0-G"
STR_BAT_CAT_MOSTLY_HARMLESS: "Mostly Harmless"

Also it ignores alien artifacts... so if you search for heavy plasma, but you don't have it researched yet, it won't find it.

4. It's not a 100% fix either... but I guess better than what we have now... it will just be harder to explain why it doesn't work in some cases... I'll add this in the (near) future.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: robin on December 22, 2017, 10:13:08 pm
Hi Meridian, I'm happy to see you back.
Good news indeed!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on December 27, 2017, 11:58:47 am
1. will be fixed

4. It's not a 100% fix either... but I guess better than what we have now... it will just be harder to explain why it doesn't work in some cases... I'll add this in the (near) future.

1. fixed: https://github.com/MeridianOXC/OpenXcom/commit/ec48ced5b4abd3ca1f56f7a73755ec9e573cb794

4. added: https://github.com/MeridianOXC/OpenXcom/commit/c07fb7aff2e157868ad9c202ccece4988a35b73d
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: SIMON BAILIE on January 11, 2018, 11:04:26 am
On my current game I updated from oxce+ of 10/10/17 v3.9c to v3.10a of 02/01/18. I was at the briefing screen of land site 53 and when I played the mission none of my proximity grenades worked or smoke grenades that had the option instant grenades on. However on the next mission crash site 77 everything seems to be fine. The battlescape save is from land site 53 and the test save is from crash site 77. Just out of curiosity what could have caused this minor glitch?
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on January 11, 2018, 02:50:53 pm
Yankes expanded some of the features around explosive fuses and proximity mine triggering, and that update happened after the 10-10-17 OXCE+. I'd suggest not upgrading OXCE+ in the middle of a mission for reasons like this.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: SIMON BAILIE on January 11, 2018, 02:57:47 pm
I was thinking it was something like that as usually I only update from the Geoscape, but thanks for the info.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Yankes on January 11, 2018, 07:41:35 pm
They have gray square - fuse is not triggered yet. Could send ruleset of this grenade too? One goal of my change criteria was that old config do not change its behavior.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: SIMON BAILIE on January 12, 2018, 10:49:02 am
Hopefully this is the right one!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Nord on January 13, 2018, 06:36:41 pm
A question:
Using
Code: [Select]
    psiAttackName: STR_MC_ATTACK
i can add special attack to the weapon of
Code: [Select]
    battleType: 9
But can i somehow add more than one such attack? (Like panic and control by vanilla psi-amp.)
Thanks.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Yankes on January 13, 2018, 09:17:45 pm
Right now no. But at some point when I will add ammo for Psi-amp then we could have bit more variety in psi attacks.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on January 31, 2018, 09:08:24 pm
New OXCE+ version (3.10a) has been released.

2018-01-31
 - Split OXCE+ and Android language files from vanilla
 - Added 31 most used languages into default distribution
 - Improved tile noLOS check: https://openxcom.org/forum/index.php/topic,5679.msg92053.html#msg92053
 - Improved/added noLOS cursor indicator caching
 - StartingConditions support for multi-stage missions: https://openxcom.org/forum/index.php/topic,4444.msg91852.html#msg91852
 - Basic support for limited-range weapons usage by AI (by ohartenstein23): https://openxcom.org/forum/index.php/topic,5980.0.html
 - (Temporary) fix for modded globe markers crashing
 - Fixed difficulty settings being ignored for armor
 - Building facilities on top of others (by ohartenstein23): https://openxcom.org/forum/index.php/topic,5960.0.html
 - Leaving other facilities behind when you remove one (by ohartenstein23)
2018-01-19
 - Unhardcoded ufopedia colors for Armor, Items and CraftWeapons (=those using PAL_BATTLEPEDIA)
 - Added chronoTrigger 3 (and unified live alien recovery)
 - Fixed a conflict between surrendering and chronoTrigger 2
 - User option to inform about UFO landing: https://openxcom.org/forum/index.php/topic,5904.0.html
 - Fixed newly arriving craft ammo being ignored when refuelling (by karadoc)
 - Added a cost indicator to the tech tree viewer (by karadoc)
 - Added item requirements text when placing base facilities (by karadoc)
 - Small fix for reservedSpace
2018-01-06
 - LOS accuracy penalty indicator (by ohartenstein23)
 - Fixed/Optimized "Case-insensitive quick search for non-English (by tkzv)"
 - Bounty research and bounty item for all mission types (UFO crash/landing and XCOM base defense were missing)
2018-01-02
 - Merged OXCE 3.10a
Changelog (OXCE+):
 - Added "recoverCorpse" flag to be able to recover live bodies, but not dead bodies (because vanilla "recover" flag cannot be used anymore since the merge)
 - Case-insensitive quick search for non-English (by tkzv)
 - Fix economy warning when player has too much money
Changelog (OXCE):
 - More item fuse configs
 - Added recovery of ammo from fixed weapons on armor of soldiers (not HWPs)
Changelog (vanilla):
 - added sorting of pedia categories by listOrder
 - fixed (hopefully!) arcing shots missing when they should hit... reverted OXCE+ fixes and using vanilla fix
 - amended reaction fire (allowed xcom soldiers to spin and shoot at aggressors)
 - changed corpse recovery (using corpse recover flag instead of recoveryPoints > 0)
 - changed corpse scoring (using corpse recoveryPoints instead of unit's value)
 - added escape mission functionality
 - landOnly flag on items
 - explosive ammo for shotguns... not fully merged in OXCE yet?
 - new shotgun experience nerf (all bullets beyond the first can give max 1 experience point in total); OXCE+ fixes were reverted
 - new "helicopter" drawing routine (22)

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Direct download: https://drive.google.com/open?id=1zKmVIiLIbl44-ONNv0FWiexdOnAAF1Y-
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: robin on February 01, 2018, 09:55:57 pm
pretty big update!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: SIMON BAILIE on February 03, 2018, 12:22:30 am
I can work round this crash as I'm virtually finished this game but I noticed it while doing alien base 8-GAZER but it also seems to happen afterwards(reserve save). Any time you access the ufopaedia within a particular item, I checked about 5 or 6 at random, it crashes the game with an error message(crash.png). I did update to oxce+ v3.10a of 31/01/18 but I updated from the geoscape before the alien base mission.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on February 03, 2018, 12:38:16 am
Did you forget to copy the new common and standard folders when updating OXCE+? Those contain necessary rulesets to run the executable and its new features.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: SIMON BAILIE on February 03, 2018, 12:58:52 am
I might have done something like this when updating as a fresh install of the latest oxce+ seems to counter this glitch but as I said I'm on the point of starting a new game so it doesn't bother me too badly.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on February 03, 2018, 01:06:50 am
You don't need to start a new game over this; just remove the old common and standard folders from your current install and replace them with the common and standard folders from the clean install.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 03, 2018, 01:28:52 am
I can work round this crash as I'm virtually finished this game but I noticed it while doing alien base 8-GAZER but it also seems to happen afterwards(reserve save). Any time you access the ufopaedia within a particular item, I checked about 5 or 6 at random, it crashes the game with an error message(crash.png). I did update to oxce+ v3.10a of 31/01/18 but I updated from the geoscape before the alien base mission.

You didn't update the data files.

In this case, the exact file you didn't update is /standard/xcom1/interfaces.rul
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: SIMON BAILIE on February 03, 2018, 02:32:36 am
Thanks, I overwrote that file with the latest one and everything's back to normal.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Eddie on February 04, 2018, 11:46:19 pm
Bug report. Not sure what is responsible, posting here because I'm using OXCE+ 3.10a. Piratez mod 0.99i1, nothing else.

The Werewolf in the craft cannot be attacked from 12 to 9 o'clock positions. Says "there is noone there". From the 2 o'clock position you can attack them. Problem seems to only appear when the Werewolves have been woken up from stun. Regular spawned Werewolves could be attacked from all angles. Save attached.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 05, 2018, 03:45:47 pm
Bug report. Not sure what is responsible, posting here because I'm using OXCE+ 3.10a. Piratez mod 0.99i1, nothing else.

The Werewolf in the craft cannot be attacked from 12 to 9 o'clock positions. Says "there is noone there". From the 2 o'clock position you can attack them. Problem seems to only appear when the Werewolves have been woken up from stun. Regular spawned Werewolves could be attacked from all angles. Save attached.

When attacking for example from origin tile (22,34,0) ... where "Saucy Rat" is standing ... at any enemy, the valid melee range calculation fails.
This is caused by an object on the origin tile, see attached screenshot.. I can't tell you more what kind of object it is... use MapView to find out I guess.
This (invisible? walk-through-able?) object is hit along the LoF to the enemy and thus you cannot attack... basically same as if there was a wall between you and the enemy.

Maybe Dioxine can shed more light on the map definition...
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: BlackStaff on February 06, 2018, 07:01:27 pm
Sorry I have a bug in tactic mission.
Alarm :
Code: [Select]
[06-02-2018_17-48-31] [INFO] Bad node in RMP file: ROUTES/TRITON.RMP Node #2 is outside map boundaries at X:10 Y:9 Z:1. Culling Node.
[06-02-2018_17-48-31] [INFO] RMP file: ROUTES/TRITON.RMP Node #1 is linked to Node #2, which was culled. Terminating Link.
[06-02-2018_17-48-31] [INFO] RMP file: ROUTES/TRITON.RMP Node #1 is linked to Node #2, which was culled. Terminating Link.
[06-02-2018_17-48-31] [INFO] RMP file: ROUTES/TRITON.RMP Node #0 is linked to Node #2, which was culled. Terminating Link.
[06-02-2018_17-52-40] [INFO] Bad node in RMP file: ROUTES/TRITON.RMP Node #2 is outside map boundaries at X:10 Y:9 Z:1. Culling Node.
[06-02-2018_17-52-40] [INFO] RMP file: ROUTES/TRITON.RMP Node #1 is linked to Node #2, which was culled. Terminating Link.
[06-02-2018_17-52-40] [INFO] RMP file: ROUTES/TRITON.RMP Node #1 is linked to Node #2, which was culled. Terminating Link.
[06-02-2018_17-52-40] [INFO] RMP file: ROUTES/TRITON.RMP Node #0 is linked to Node #2, which was culled. Terminating Link.



2018-01-31-OpenXcomExPlus310a version.

build: " (v2018-01-31)"
version: Extended+ 3.10a
name: test au sol
mission: STR_UFO_GROUND_ASSAULT
time:
  second: 25
  hour: 20
  minute: 42
  month: 1
  day: 14
  weekday: 5
  year: 2040
turn: 1
mods:
  - "xcom2 ver: 1.0"
  - "Aliens_Pick_Up_Weapons_TFTD ver: 1.0"
  - "StrategyCore_Swap_Small_USOs_TFTD ver: 1.0"
  - "UFOextender_Psionic_Line_Of_Fire_TFTD ver: 1.0"
  - "XcomUtil_Statstrings ver: 1.0"
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 06, 2018, 07:15:24 pm
Sorry I have a bug in tactic mission.

These are issues with original TFTD game data files.

Hopefully, when OpenXcom 2.0 comes out, there will be an universal patch for that... similar to the existing patch for UFO Defense.

In the meantime you can download a work-in-progress version here: https://openxcom.org/downloads-extras/
(click on OpenXcom TFTD Patch link)
It fixes some issues, but not all.

PS: the errors are not critical, game recovers and you can continue playing...
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: BlackStaff on February 06, 2018, 07:31:48 pm
These are issues with original TFTD game data files.

Hopefully, when OpenXcom 2.0 comes out, there will be an universal patch for that... similar to the existing patch for UFO Defense.

In the meantime you can download a work-in-progress version here:
Thanks for your quick reply !
This fix is already active in my games.
I don't think that's the cause of the error.  :'(

PS : Work fine in Nightlies version (openxcom_git_master_2018_01_28_1443)
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on February 08, 2018, 05:09:42 pm
Meridian, tanks lost the ability to climb mountains. I  tested on the 3.9 - there everything is in order.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 08, 2018, 05:35:50 pm
Meridian, tanks lost the ability to climb mountains. I  tested on the 3.9 - there everything is in order.

You know... these screenshots don't tell me anything... you didn't even say which screenshots are from 3.9 and which from 3.10... or what I should look at.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: ohartenstein23 on February 08, 2018, 05:38:06 pm
It looks like screen004, the second one, is 3.10 and the ability to not drive the selected HWP on top of the hill, while the rest are 3.9.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on February 08, 2018, 06:02:06 pm
You know... these screenshots don't tell me anything... you didn't even say which screenshots are from 3.9 and which from 3.10... or what I should look at.

The first 2 - 3.10. The second 2 - 3.9. Tanks at 3.10 can not go to the top.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 08, 2018, 11:09:18 pm
The first 2 - 3.10. The second 2 - 3.9. Tanks at 3.10 can not go to the top.

It's an issue in vanilla.
It got broken with this commit: https://github.com/SupSuper/OpenXcom/commit/53a566a67b7ca68eead38986a581d3c22517912f
I have reported it to Warboy.

EDIT: Bug tracker: https://openxcom.org/bugs/openxcom/issues/1381
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Eddie on February 10, 2018, 11:18:01 pm
Bug report:
When this feature is triggered
- Fixed newly arriving craft ammo being ignored when refuelling (by karadoc)
your craft gets teleported back to base if it is out.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 11, 2018, 12:15:07 am
Bug report:
When this feature is triggered
- Fixed newly arriving craft ammo being ignored when refuelling (by karadoc)
your craft gets teleported back to base if it is out.

Thanks.
Will be fixed in the next version.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: BlackStaff on February 12, 2018, 02:59:07 pm
I noticed that these three constants are missing:
  STR_UFO_LANDING_ALERT
  STR_UFO_LANDING_ALERT_DESC
  STR_UFO_HAS_LANDED

I added them to the yml files!
...\common\Language\...
That's better!    :)
Tks !
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 12, 2018, 03:57:17 pm
I noticed that these three constants are missing:
  STR_UFO_LANDING_ALERT
  STR_UFO_LANDING_ALERT_DESC
  STR_UFO_HAS_LANDED

I added them to the yml files!
...\common\Language\...
That's better!    :)
Tks !

They are not missing, you just didn't install OXCE+ properly.
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: BlackStaff on February 12, 2018, 04:38:31 pm
They are not missing, you just didn't install OXCE+ properly.
;D
I don't see what caused this mistake!
But it doesn't matter because I like this "mistake"!  8)   ;)
Maybe that's because I kept all the lines (#Extended+ BEGIN /.../ #Extended+ END) in the yml files.
While these lines have disappeared since your lastest version.  :-\
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Ethereal on February 13, 2018, 10:08:26 am
It's an issue in vanilla.
It got broken with this commit: https://github.com/SupSuper/OpenXcom/commit/53a566a67b7ca68eead38986a581d3c22517912f
I have reported it to Warboy.

EDIT: Bug tracker: https://openxcom.org/bugs/openxcom/issues/1381

Meridian, I'm tired of waiting for the correction of this error and I have an offer. You can transfer everything that concerns the movement of units from "3.9." in "3.10". I do not know what and why was done in terms of mobility in "3.10", but this is clearly superfluous. As a temporary measure, you can make a script that would be added to "standard \ xcomX".

P.S. I'm tired of this outrage. So it tempts to make all the tanks fly!
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 13, 2018, 10:42:01 am
And why should I do that?
It means (potentially a lot of) work for me... what is my motivation??

PS: we are not baking bread here... programming is complicated... you cannot just "transfer everything that concerns the movement of units from "3.9." in "3.10"" as you say ... you really think this is so easy?

PS2: and even if I did that... when Warboy fixes the bug later... I will have to change it AGAIN... no thanks
Title: Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
Post by: Meridian on February 24, 2018, 02:24:49 pm
New OXCE+ version is up.

Download for Windows: https://drive.google.com/open?id=1f5D_YF0ADK8IphQ7YOYAR2LgwCAXefvU
Download for Android: https://drive.google.com/open?id=128eGtMuY9stDc3H1gnzJLq5llyF2UgXo

2018-02-24
 - Added Japanese translation
 - Added Russian translation
 - All escorts now spawn at their escortee's current location
 - Base supply ships can now also be escorted by HKs: https://openxcom.org/forum/index.php/topic,5717.msg93006.html#msg93006
2018-02-23
 - Alien bases can now scan for xcom craft and generate hunt missions: https://openxcom.org/forum/index.php/topic,5717.msg92985.html#msg92985
 - Allowed alien bases to stop generating supply missions after reaching a limit
 - Allowed alien bases to spawn mission sites
 - Allowed alien missions to spawn multiple UFOs at once
 - Fixed move sound not updated when changing armor between mission stages
2018-02-20
 - Allow HKs to escort/protect other (normal) UFOs from the same mission: https://openxcom.org/forum/index.php/topic,5717.msg92871.html#msg92871
 - Added "startingDifficulty" global variable
 - Two new global variables for pilot/crew survival chances when shot down by a HK
 - Fighter craft that are near the HK's target will now join the fight: https://openxcom.org/forum/index.php/topic,5717.msg92769.html#msg92769
 - OXC: fixed melee on ramps
 - OXC: Temporarily reverted an earlier fix that broke HWPs climbing up a hill
2018-02-17
 - Two new flags to keep the craft after a failed mission
 - User option to allow escorting friendly craft: https://openxcom.org/forum/index.php/topic,5717.msg92692.html#msg92692
 - Save the crew when attacked by a hunter-killer and destroyed
 - Removed flag to prevent craft from detecting alien bases (can instead be done by sightRange: 0)
 - Fixed UFO and craft custom geoscape markers
2018-02-10
 - Ruleset definition for tiles used to place stores items during base defenses (by ohartenstein23)
 - Ruleset to prevent craft from detecting alien bases
 - Improved HK behavior consistency
 - Added evasive maneuvers support when fighting HKs
 - Allow disengage if craft is quicker than HK
 - Introducing kamikaze hunter-killers
 - In "slow mode" handle UFO hunting logic every game tick
 - Allow UFO to change speed when starting hunting: https://openxcom.org/forum/index.php/topic,5717.msg92446.html#msg92446
 - Fixed merge error (UFO shields not working)
 - Ruleset option on armor to not give wound recovery time after battle (e.g. HWP soldiers)
 - EXPERIMENTAL: UFOs can attack XCOM craft: https://openxcom.org/forum/index.php/topic,5717.msg92133.html#msg92133
 - Improved language loading for "masters with masters"
Title: Re: [OXCE+] Original discussion thread
Post by: robin on March 18, 2018, 09:34:30 pm
Is there a way to globally control (reduce) the amount of smoke produced by normal (HE and IN) explosions?
Trying to understand if and how I should tweak my smoke animation.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on March 18, 2018, 10:51:57 pm
Is there a way to globally control (reduce) the amount of smoke produced by normal (HE and IN) explosions?
Trying to understand if and how I should tweak my smoke animation.

No, but I think it should be relatively easy to do...

... do you have something specific in mind... or should I first (find and) explain exactly how it works now?
Title: Re: [OXCE+] Original discussion thread
Post by: robin on March 18, 2018, 11:44:38 pm
No, but I think it should be relatively easy to do...

... do you have something specific in mind... or should I first (find and) explain exactly how it works now?

here volutar explains how smoke works now (especially the second quote):

It's really weird, this smoke IS animated, but it's like going beyond 4 frame range, and drawing neighbour.
They are supposed to be animated from 8 to 11, from 12 to 15 and from 16 to 19, but it's like ... going beyond 4 frames range, to some other... and I think it's the bug.
It's like, sometimes going from 9 to 12, from 13 to 16..

And, robin, it's animated 2 times slower than any other animation, i.e. 5 frames per seconds.
Ok I found the reason. Engine doesn't consider it as three distinct densities with four animation frames each. It's more like continuous animation with increasing density. It can start anywhere from 0 to 7 and animate 4 sequential frames. So each 4 sequential frames gotta be sorta looped. You can't get static smoke. But you can make it mildly animated with really barely noticeable fluctuations and it will look pretty good.

I haven't thought at all about a solution honestly.

Title: Re: [OXCE+] Original discussion thread
Post by: Nord on March 22, 2018, 08:07:55 am
Hello again. I got a pair of questions:
1. Here https://openxcom.org/forum/index.php/topic,2915.msg58514.html#msg58514 (https://openxcom.org/forum/index.php/topic,2915.msg58514.html#msg58514) was described a way to animate torso of soldier. Is it really works now? Because i tried and have'nt see no effect.
2. In environmental conditions we can use side: -1 for random side. But can we somehov apply harsh environment to ALL sides?
3. Maybe not about OXCE+, but i will ask anyway: how can i in TFTD spawn mission site over land (not in direct point, but in any place on surface)?
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on March 22, 2018, 02:47:39 pm
Hello again. I got a pair of questions:
1. Here https://openxcom.org/forum/index.php/topic,2915.msg58514.html#msg58514 (https://openxcom.org/forum/index.php/topic,2915.msg58514.html#msg58514) was described a way to animate torso of soldier. Is it really works now? Because i tried and have'nt see no effect.
2. In environmental conditions we can use side: -1 for random side. But can we somehov apply harsh environment to ALL sides?
3. Maybe not about OXCE+, but i will ask anyway: how can i in TFTD spawn mission site over land (not in direct point, but in any place on surface)?

1. yes, it should work... but I am no expert on scripts... I'll leave it to Yankes/Ohartenstein to answer

2. what does it mean to ALL sides? I don't understand the requirement
(technically, we are just simulating a hit... and that requires a side from which the shot came... for fatal wound calculation and armor part consideration)

3. Better to ask a modder like Hobbes or Solarius...

--- Posts merged. I live to serve ---

New OXCE+ version is up.

2018-03-21
 - Configs to show full unit name in alien inventory: https://openxcom.org/forum/index.php/topic,6129.msg94191.html#msg94191
 - Ctrl+Shift+j/k to stun/kill only one alien (under the cursor)
 - Avatar offsets compatible with vanilla
 - Fixed 2x2 unit animation on slopes
 - Global Research Overview (by jgatkinsn): https://openxcom.org/forum/index.php/topic,6128.msg94105.html#msg94105
 - Fixed dogfight "last bullet" bug
2018-03-16
 - Fall-back for "Case-insensitive quick search for non-English (by tkzv)"
 - Fixed not changing damage text colors for ammo items and grenades in pedia
 - Stats for Nerds -- armors
2018-03-13
 - Allow armor ruleset to override a unit's stand, kneel, and float height
 - Alt+click in PaletteView to show big font preview
 - Colors for ammo power by damage type in item ufopedia articles
 - Stats for Nerds -- items (INFO button in Ufopedia)

Download: https://openxcom.org/forum/index.php/topic,5258.0.html

PS: feel free to merge Solarius :P
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on March 23, 2018, 12:59:45 am
Thanks for response.
Quote
2. what does it mean to ALL sides? I don't understand the requirement
(technically, we are just simulating a hit... and that requires a side from which the shot came... for fatal wound calculation and armor part consideration)
I mean... Well, i should explain my idea, it will be easier.
I want harsh environment, producing damage. Its ready. And i want it to be stopped by armor. But when armor is damaged, damage will be dealt again. Now i maked it like:
Power: 10
ArmorEffectiveness: 5
So even 2 points of armor (most weak of possible in mod) will stop damage.
Then i writed
... side: 1 ...
But now we use only one armor parameter of five.
Maybe we can somehov apply this to all five of them simultaneously, or one by one?
Title: Re: [OXCE+] Original discussion thread
Post by: Yankes on March 23, 2018, 08:37:12 pm
1. Here https://openxcom.org/forum/index.php/topic,2915.msg58514.html#msg58514 (https://openxcom.org/forum/index.php/topic,2915.msg58514.html#msg58514) was described a way to animate torso of soldier. Is it really works now? Because i tried and have'nt see no effect.
This script is from 2016, without checking I can say that is big chance that it is obsolete.
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on April 11, 2018, 09:44:27 pm
Thanks to ohartestein23, the new script is on duty.  :)

Question: is in OXCE+ a parameter for armor " recovery " command, to regenerate fatal wounds, as we can regenerate health?
Title: Re: [OXCE+] Original discussion thread
Post by: ohartenstein23 on April 11, 2018, 09:49:43 pm
Question: is in OXCE+ a parameter for armor " recovery " command, to regenerate fatal wounds, as we can regenerate health?

No, but you can have a script that regenerates health lost to wounds, or have health recovery that gets stronger at low HP to counteract any wounds.
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on April 12, 2018, 07:57:28 am
Well, idea was in some sort of medical armor suit, which will patch up holes in user. Like some existing experimental materials can.
Title: Re: [OXCE+] Original discussion thread
Post by: ohartenstein23 on April 12, 2018, 02:23:13 pm
If you're willing to give up a hand slot for it, you can put a self-medikit on the suit.
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on April 12, 2018, 03:41:56 pm
Yes, but it will not act automatically. :)
Title: Re: [OXCE+] Original discussion thread
Post by: ohartenstein23 on April 12, 2018, 04:04:24 pm
Another option would be to just make the suit immune to taking wounds in the first place, or again to use a script to just counteract the health loss from wounds.  The wounds themselves could be healed by the built-in medikit.
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on April 12, 2018, 07:06:11 pm
An armor can be immune to wounds?  How?
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on April 12, 2018, 08:03:35 pm
An armor can be immune to wounds?  How?
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on April 13, 2018, 10:22:01 am
What is "CQC"? How does this abbreviation deciphered?
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on April 13, 2018, 10:32:21 am
What is "CQC"? How does this abbreviation deciphered?

Closed Quarters Combat
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on April 13, 2018, 10:53:02 am
Russification file for \openxcom\common\Language\Technical .  :)
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on April 13, 2018, 12:42:08 pm

Great, thanks!
Upd.: i think mapscript labels are broken. In old versions all works fine, but now when i use "label" and "conditionals" nothing happens, e.g.
Code: [Select]
    - type: addCraft
      rects:
        - [2,5,1,1]
      label: 199
    - type: addCraft
      rects:
        - [2,4,1,2]
      conditionals: [-199]
- here second placement never happens.
Title: Re: [OXCE+] Original discussion thread
Post by: Biggieboy on April 24, 2018, 11:10:47 am
I found a little "bug":

I wanna creat mod, General building. Its a main building, when its builded, you can overbuild other facilities and reduce the buldingtime. With 1x1 buildings work, but larger (2 size) not work, only reduce 1/4 build time (example: Large General Building buildtime 12 days, Hangar buildtime 25 days, so just 3 days reduced not 12)

The OXCE+ creator can "fix" this problem? Or any other idea?

Thank you!
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on April 24, 2018, 11:14:38 am
The feature was implemented by ohartenstein23... any changes should be discussed with him and implemented/fixed by him.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on May 08, 2018, 09:45:03 pm
New OXCE+ version is up.

2018-05-09
 - Introduced unique Ufo ID and fixed saving and loading of HKs
2018-05-08
 - Ability to hide items in Purchase GUI (by jgatkinsn)
 - Don't consider global radars when drawing base radar circles
 - Ability to sort soldiers by listOrder of their soldier type
 - User option: Draw enemy radar circles
 - Moddable medikit GUI background (per item)
 - Fixed fuel limit for patroling craft
 - Don't load non-existing commendations
 - Commendations fixes from vanilla
 - Melee damage previews for special weapons
 - Allowed the player access to special weapons by configurable icon or empty hand
 - Ruleset option to have craft maps not be fully revealed at the start of battle
 - Official palettes and palette matching test case

Download: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-632549f-2018-05-09-win32.7z
Title: Re: [OXCE+] Original discussion thread
Post by: robin on May 13, 2018, 12:30:32 pm
is it possible to define soldier height based on armor? kneel/stand height are defined for the overall "solider", but I'm making a big armor and I wanted to give the soldier wearing it 1 or 2 extra points of height (actually only 1 since default is already 22).
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on May 13, 2018, 12:36:31 pm
is it possible to define soldier height based on armor? kneel/stand height are defined for the overall "solider", but I'm making a big armor and I wanted to give the soldier wearing it 1 or 2 extra points of height (actually only 1 since default is already 22).

Yes, this was added about 2 months ago.
Armors now also have:
- standHeight
- kneelHeight
- floatHeight
Title: Re: [OXCE+] Original discussion thread
Post by: robin on May 13, 2018, 12:37:54 pm
Thanks!
Title: Re: [OXCE+] Original discussion thread
Post by: Biggieboy on May 14, 2018, 09:42:31 pm
When i create a mod in "Language" folder can i use subfolders?

Thank you!
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on May 14, 2018, 10:43:58 pm
When i create a mod in "Language" folder can i use subfolders?

Thank you!

You can't.
You can't even use multiple files... each translation needs to be in just one file, for example French translation in "fr.yml".
Title: Re: [OXCE+] Original discussion thread
Post by: Biggieboy on May 14, 2018, 10:50:38 pm
You can't.
You can't even use multiple files... each translation needs to be in just one file, for example French translation in "fr.yml".

It is planned later that it will be configurable the mods folders and files in .cfg? Or is complicated?
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on May 14, 2018, 11:49:26 pm
It's not very complicated... just not necessary for most people... you're probably the first person in 8 years of openxcom asking for such a feature :)
Even megamods like piratez are OK with just one translation file per language.
How would more files or even directories help you?
Title: Re: [OXCE+] Original discussion thread
Post by: Biggieboy on May 14, 2018, 11:54:29 pm
It's not very complicated... just not necessary for most people... you're probably the first person in 8 years of openxcom asking for such a feature :)
Even megamods like piratez are OK with just one translation file per language.
How would more files or even directories help you?

I creating Building Mod Pack (Large workshop, Large laboratory, Deployed building sct..) And i wanna separate all buildings to different folders. Its look better and manageable and good for others, if somebody wanna use the buildings to other mod (just copy the folder).
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on May 15, 2018, 12:06:02 am
I creating Building Mod Pack (Large workshop, Large laboratory, Deployed building sct..) And i wanna separate all buildings to different folders. Its look better and manageable and good for others, if somebody wanna use the buildings to other mod (just copy the folder).

You can use multiple ruleset files with "extraStrings:" translation definitions instead of using .yml language files.
Title: Re: [OXCE+] Original discussion thread
Post by: Biggieboy on May 15, 2018, 12:10:10 am
You can use multiple ruleset files with "extraStrings:" translation definitions instead of using .yml language files.

Yes, i use many ruleset files :) but little bit hard the management. Thank you!
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on May 19, 2018, 10:34:42 pm
New OXCE+ version is up.

2018-05-19
 - Fixed stun min/max in scripts
 - Added items to TechTreeViewer
 - "landedMarker" for UFOs
 - Better usage of space on GUIs with soldier sorting
 - Unhardcoded short radar range threshold
 - Flag by number of kills: https://openxcom.org/forum/index.php/topic,5767.msg96571.html#msg96571
 - Multiple armor/item preview icons per soldier/vehicle: https://openxcom.org/forum/index.php/topic,5954.0.html
 - Added facilities to TechTreeViewer
 - Fixed loading craft from OG saves
 - Introduced unique Ufo ID and fixed saving and loading of HKs

Download: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-f9def15-2018-05-19-win32.7z
Title: Re: [OXCE+] Original discussion thread
Post by: robin on May 20, 2018, 10:16:20 pm
Is it possible to personalize the inv layout for a specific armor?
For the belt I thought about defining the "full big belt" (2*4) as default, and then "black out" the two bottom-left slots for all the other armors; problem would be that I don't know how to place the "null item" on the specific slots I want to forbid (the backpack null item fills the entire space so no precise placing is involved).
(Nothing really vital though, I'm still ok with just the disabled backpack).
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on May 20, 2018, 10:25:46 pm
I was wanting to wait on something that will remove the limit of 80 units because was trying to add a swarm or legion of aliens as for testing it on the Cultivated/Farm tileset by adding extra nodes and spawns.

There is no such limit, you can have as many aliens as you want, see attached example.

Is it possible to personalize the inv layout for a specific armor?
For the belt I thought about defining the "full big belt" (2*4) as default, and then "black out" the two bottom-left slots for all the other armors; problem would be that I don't know how to place the "null item" on the specific slots I want to forbid (the backpack null item fills the entire space so no precise placing is involved).
(Nothing really vital though, I'm still ok with just the disabled backpack).

Inventory is global.
With clever "black out" tricks, you can limit slot sizes per armor... as seen in Piratez (using defaultInventorySlot for placement of these black dummy items).

Placement within the slot itself is top-most left-most I believe... can't be specified more precisely at the moment... but I can add such possibility... is this what you're suggesting?
Title: Re: [OXCE+] Original discussion thread
Post by: robin on May 20, 2018, 10:43:21 pm
Thanks
but I can add such possibility... is this what you're suggesting?
No need to do that; will check Piratez to steal see how it's done. 8)
Title: Re: [OXCE+] Original discussion thread
Post by: Fiskun1 on May 22, 2018, 04:10:40 pm
I liked the idea of OXCE+
Thanks for your work!
It is a pity that there are no plans to improve the AI ...  :-[
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on May 22, 2018, 06:06:42 pm
It is a pity that there are no plans to improve the AI ...  :-[

There are many AI improvements in OXCE+ already.
Title: Re: [OXCE+] Original discussion thread
Post by: Solarius Scorch on May 22, 2018, 06:58:13 pm
There are many AI improvements in OXCE+ already.

And the players are raging over all of them. ;D
Title: Re: [OXCE+] Original discussion thread
Post by: Fiskun1 on May 23, 2018, 08:42:34 am
If so, then everything is fine!
I just did not find a log file to read about all the changes.
In any case, I'm grateful to you for your love of my favorite game!  :)
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on May 25, 2018, 01:06:49 pm
Meridian, greetings. Maybe you can look into this: https://openxcom.org/forum/index.php/topic,5566.msg97020.html#msg97020 (https://openxcom.org/forum/index.php/topic,5566.msg97020.html#msg97020)
Looks like crash when hunter-killer must be spawned. But i change nothing from the first implementation of HK's...
Title: Re: [OXCE+] Original discussion thread
Post by: Biggieboy on May 25, 2018, 02:26:13 pm
Hi guys!

How can i turn of the aliens attack? I wanna test my mods, but need time in game, its not good, for everytime attack me :)

Thank you!
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on May 25, 2018, 02:45:11 pm
Don't give aliens any weapons?
Give those weapons 110% TU cost?
Lock yourself in closed craft?
Give yourself 500 armor?
Give aliens only 1 TU so they can't move?
And so on...
Title: Re: [OXCE+] Original discussion thread
Post by: Biggieboy on May 25, 2018, 03:36:55 pm
Don't give aliens any weapons?
Give those weapons 110% TU cost?
Lock yourself in closed craft?
Give yourself 500 armor?
Give aliens only 1 TU so they can't move?
And so on...

No, i mean in geoscape stop alien attack
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on May 25, 2018, 05:21:41 pm
Aliens don't attack on geoscape (unless you're using hunter-killers), they just fly around completely harmlessly.
Title: Re: [OXCE+] Original discussion thread
Post by: Biggieboy on May 25, 2018, 05:25:05 pm
So, try again

Dont come ufos, no terror missions, no base attack, no alien activity

How can i turn of the aliens? thats all, what i wanna :)

Title: Re: [OXCE+] Original discussion thread
Post by: efrenespartano on May 25, 2018, 05:54:09 pm
So, try again

Dont come ufos, no terror missions, no base attack, no alien activity

How can i turn of the aliens? thats all, what i wanna :)

Are you already using Debug mode? It's useful for testing.

Debug mode
Debug mode is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting "debug: true" in the Options File, you can enable it by pressing Ctrl-D in-game to access a variety of features:

Geoscape: Unlocks all research and shows globe country and region borders. Clicking on the globe returns the point coordinates. This option can be toggled, and toggles between showing country borders, regional borders, and mission zones.

Battlescape: Whole map is revealed and opening the inventory screen resets TUs. Clicking the map returns the point coordinates. With traceAI enabled in the config, AI behavior is revealed and logged. Please note, in debug mode QuickSave/QuickLoad feature in Battlescape are completely disabled.

Ctrl-V will reset visibility on all tiles, useful for observing LOS behaviour.

Ctrl-K will kill all live aliens in the mission (nothing will be recovered).

Ctrl-J will stun all live aliens in the mission (useful for testing recovery).

Ctrl-W will warp the selected unit to the mouse cursor's current position.

F8 will cycle through various engine processing speeds, useful for debugging animation errors.

You can also press Ctrl-U or set "debugUi: true" to reveal the borders of the interface text, to debug translation errors.

If the Commendations Mod is being played, Ctrl-C will wipe all earned commendations while retaining statistics, useful for debugging how they're awarded.

Just copy&paste from UFOpaedia page.

You can just use Ctrl+K everytime you are in a mission, so you don't need to worry about actually fighting the aliens.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on May 25, 2018, 06:13:49 pm
So, try again

Dont come ufos, no terror missions, no base attack, no alien activity

How can i turn of the aliens? thats all, what i wanna :)

Save.
Open the save file.
Change the date.
Load.

Or, if for whatever reason, you don't want anything to happen and just watch the globe spin forever... delete everything from missionScripts.rul... but I fail to see how that helps with any testing.
Title: Re: [OXCE+] Original discussion thread
Post by: Biggieboy on May 25, 2018, 07:43:32 pm
Save.
Open the save file.
Change the date.
Load.

Or, if for whatever reason, you don't want anything to happen and just watch the globe spin forever... delete everything from missionScripts.rul... but I fail to see how that helps with any testing.

This is the solution, thank you!
Title: Re: [OXCE+] Original discussion thread
Post by: Mechasaurian on May 29, 2018, 04:24:20 pm
Hi there, people.

I'd like to ask about two features in OXCE+.

The first is something missing - specifically, the "Predict UFO Trajectories" geoscape option. It's something which I'm a big fan of, yet is conspicuously missing in this version of OpenXCom, despite being present in the Nightlies.

The second is something that I want to get rid of -  fatally wounded soldiers dying after mission completion, even if I've won the engagement. I don't like it and want to switch it off. But, frustratingly, I see no such option to do so.

Would someone mind lending me a hand?
Title: Re: [OXCE+] Original discussion thread
Post by: ohartenstein23 on May 29, 2018, 05:11:14 pm
The second is something that I want to get rid of -  fatally wounded soldiers dying after mission completion, even if I've won the engagement. I don't like it and want to switch it off. But, frustratingly, I see no such option to do so.

Would someone mind lending me a hand?

There is no way to switch this off, as it could happen by a number of methods such as the wounds themselves ticking down or health degeneration due to stun if you're playing Piratez.  This is why OXCE+ adds the message at the end of battle saying that you have wounded soldiers and gives you until the end of that turn to heal them before battle ends.
Title: Re: [OXCE+] Original discussion thread
Post by: Mechasaurian on May 29, 2018, 05:36:42 pm
There is no way to switch this off, as it could happen by a number of methods such as the wounds themselves ticking down or health degeneration due to stun if you're playing Piratez.  This is why OXCE+ adds the message at the end of battle saying that you have wounded soldiers and gives you until the end of that turn to heal them before battle ends.
Ah. I...see?

Where can I find a complete readme of all this gameplay mechanics stuff? I didn't see it in the OXCE+ files.

And, if I wanted the OXCE+ quality-of-life changes without the gameplay mechanics changes, does OXCE (without the "+") provide this option?
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on May 29, 2018, 05:41:59 pm
The first is something missing - specifically, the "Predict UFO Trajectories" geoscape option. It's something which I'm a big fan of, yet is conspicuously missing in this version of OpenXCom, despite being present in the Nightlies.

This feature was intentionally removed, because it was buggy and very slow.

Where can I find a complete readme of all this gameplay mechanics stuff? I didn't see it in the OXCE+ files.

First 3 posts in this thread.

And, if I wanted the OXCE+ quality-of-life changes without the gameplay mechanics changes, does OXCE (without the "+") provide this option?

OXCE (without +) provides only mechanics changes, no QoL.
Title: Re: [OXCE+] Original discussion thread
Post by: Mechasaurian on May 29, 2018, 06:15:07 pm
Thank you for the response, @Meridian.

Those first 3 posts you mentioned are a behemoth, and a lot of it appears to be "here's a neat new feature that could be implemented by mods, but is not activated in stock OXCE+" (as opposed to mechanics that are changed, such as the aforementioned so you will have to forgive me for not finding what I was looking for in there.

I mean, I can't complain that you didn't document your changes, but holy wall of text, Batman!  :o For someone new stumbling into this, a smaller readme focusing on the gameplay changes of stock OXCE+ may well be useful.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on May 29, 2018, 06:28:41 pm
This is the smallest I could make it... it could easily be 10x bigger.

And the aforementioned is there (unless you meant something else):

2017-08-16
 - Removed "Predict UFO trajectory" user option
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on June 03, 2018, 07:36:53 pm
Meridian, i have a... request, maybe. Can you make it so, that different startingCondition will work for each mission stage, if there is more than one stages?
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 04, 2018, 01:25:37 am
Meridian, i have a... request, maybe. Can you make it so, that different startingCondition will work for each mission stage, if there is more than one stages?

Yes, but not all modders may like it.

Can't you just define it on all stages manually?
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on June 04, 2018, 07:52:39 am
By the way about the same. The music of the first phase of the mission works on the second stage of the same mission, no matter what is indicated in the control files. It's time to correct this. It is better to manually prescribe the conditions for each stage than such a hardcode.  :)
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on June 04, 2018, 08:58:20 am
Yes, but not all modders may like it.

Can't you just define it on all stages manually?
I am speaking exactly about that.
I'm definining them for each stage, but works only first one. :(
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 04, 2018, 09:50:14 am
I am speaking exactly about that.
I'm definining them for each stage, but works only first one. :(

Some things don't work, because they don't make sense... for example starting craft... once you have arrived in a skyranger in the first phase, it can't really be forbidden in the second phase.

But the following should work:
- armor transformations
- environmental conditions
- map background color
- palette transformations

These don't:
- allowed armors
- allowed vehicles
- allowed items
- allowed craft
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on June 04, 2018, 11:38:10 am
What i need is "allowedItemCategories".
(For land mission going underwater)
Sad.
Title: Re: [OXCE+] Original discussion thread
Post by: Eddie on June 04, 2018, 11:11:21 pm
I have a question about retaliation missions spawning for shooting down UFOs. Is retaliation spawning prevented when a single base already has the "retaliationTarget: true" flag?

I'm not sure if this is an OXCE+ thing, but the behavior might be related to fixes regarding too much retaliation missions spawning.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 04, 2018, 11:51:36 pm
No, but something similar.

If a retaliation mission would spawn in a region, which already has an active retaliation mission... the second one is not spawned.
Title: Re: [OXCE+] Original discussion thread
Post by: Eddie on June 05, 2018, 01:02:55 am
Hmmm... the region specific thing might not work as intended. The base with the retaliation mission was in china, the UFO I shot down was in north afrika. This was in Piratez mod. I loaded several times but shooting the UFO in north afrika would not trigger a retaliation. Save attached.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 05, 2018, 09:26:06 am
Hmmm... the region specific thing might not work as intended. The base with the retaliation mission was in china, the UFO I shot down was in north afrika. This was in Piratez mod. I loaded several times but shooting the UFO in north afrika would not trigger a retaliation. Save attached.

The chance to spawn in your case is 24%... after about 7 attempts, it generated a retaliation mission for me in North America (=home region of Airspeeder-1).
Title: Re: [OXCE+] Original discussion thread
Post by: Eddie on June 05, 2018, 04:07:10 pm
Thanks for clearing that up. So I just wasn't trying hard enough and had bad RNG.

I didn't look up the actual retaliation odds and thought they were higher. Sorry for wasting your time.
Title: Re: [OXCE+] Original discussion thread
Post by: robin on June 07, 2018, 11:31:06 pm
Got back from a mission and the amount of items exceeded my store capacity, so the game asked me to sell some, opening the attached screen.
Problem is that it wants me to "Transfer" instead of selling, and since I only have 1 base I can't do it and I'm stuck at this screen.

Using OXCE+ 3.10a (v2018-05-19)


ooops I'm an idiot.
Title: Re: [OXCE+] Original discussion thread
Post by: BlackStaff on June 09, 2018, 12:06:18 pm
Hello,
I hope I'm not in the wrong place to post this problem!  ???
Just a quick question!
You don't have to involve Delta Force!
In my OXCE+ (version 19/05) I have this crash!

[08-06-2018_17-35-43]   [FATAL]   A fatal error has occurred: vector::_M_range_check: __n (which is 7) >= this->size() (which is 7)
[08-06-2018_17-35-43]   [FATAL]   Unfortunately, no stack trace information is available
[08-06-2018_17-35-59]   [FATAL]   OpenXcom has crashed: vector::_M_range_check: __n (which is 7) >= this->size() (which is 7)
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.


Note: The save is old. In this game I'm almost at the end. I can do the Cydonia mission whenever I want! I use a lot of Mods.
Maybe all this explains it.
mods:
  - "xcom1 ver: 1.0"
  - "Aliens_Pick_Up_Weapons ver: 1.0"
  - "UFOextender_Psionic_Line_Of_Fire ver: 1.0"
  - "XcomUtil_Statstrings ver: 1.0"
  - "centre_entrainement_UFO ver: 1.0"
  - "Advanced_Medikit ver: 1.01m"
  - "Expanded_Ubase_Rework ver: 1.2 WIP"
  - "alien-armoury-expanded ver: 1.5b"
  - "alien-inventory ver: 2.0"
  - "aliens_lukes_extra_UFOs ver: 1.4"
  - "armored_vest ver: 1.32m"
  - "extra_pockets ver: 1.0"
  - "firestorm_aircraft ver: 1.0"
  - "lightning_aircraft ver: 1.0"
  - "muton_commander ver: 1.1m"
  - "new_flare_laser ver: 1.00"
  - "new_weapons_pack ver: 1.12m"
  - "personal_armor ver: 1.01m"
  - "raven_interceptor ver: 1.0"
  - "retaliator_interceptor ver: 0.9"
  - "scout-drone ver: 1.0"
  - "weapons_rebalanced ver: 1.31m"
  - "mass_weapons ver: 1.2m"

Thanks !
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 09, 2018, 01:20:19 pm
Most likely an issue with one of the mods.

If you post a save just before the crash, I may be able to help; or at least explain what's wrong.
Title: Re: [OXCE+] Original discussion thread
Post by: BlackStaff on June 09, 2018, 02:07:55 pm
Thank you! I'll try to make a backup just before the crash!
Title: Re: [OXCE+] Original discussion thread
Post by: Yataka Shimaoka on June 09, 2018, 02:14:15 pm
Next android release when?
Title: Re: [OXCE+] Original discussion thread
Post by: BlackStaff on June 09, 2018, 02:36:22 pm
Most likely an issue with one of the mods.
If you post a save just before the crash, I may be able to help; or at least explain what's wrong.
It seems the error came from UFO-415.
Sectoid terror ship - Central Asia.
When he tries to land between Ankara/Bagdad/Teheran!

Perhaps the following data:
  - race: STR_SECTOID
    nextUfoCounter: 0
    spawnCountdown: 180
    type: STR_ALIEN_TERROR
    nextWave: 3
    liveUfos: 0
    uniqueID: 122
    missionSiteZone: 7
    region: STR_CENTRAL_ASIA


Save in attachments ! ;)
Tks !

[Edit] I've disabled all Mods. But I have the same problem!
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 09, 2018, 11:43:05 pm
[Edit] I've disabled all Mods. But I have the same problem!

Turning mods off doesn't heal the damage they may have already done (to your save)... like in this case.

Try searching for this in your save and replace "7" with something lower, e.g. 6.

Code: [Select]
  - race: STR_SECTOID
    nextUfoCounter: 0
    spawnCountdown: 180
    type: STR_ALIEN_TERROR
    nextWave: 3
    liveUfos: 0
    uniqueID: 122
    missionSiteZone: 7 #<----------------- replace 7 with 6 or lower
    region: STR_CENTRAL_ASIA
Title: Re: [OXCE+] Original discussion thread
Post by: BlackStaff on June 10, 2018, 12:16:06 am
Try searching for this in your save and replace "7" with something lower, e.g. 6.
With the value 6 everything seems to have returned correct!
Thank you very much !
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on June 13, 2018, 06:13:28 am
Can i make a suggestion?
During dogfight. Maybe it will be correct to not count disabled weapon (red by mouseclick) when using cautious mode? Right now if i disable weapon with best range and chose cautious, ufo stops at this range and does nothing.
Sorry for bad spelling, a flu is guilty.
Title: Re: [OXCE+] Original discussion thread
Post by: davide on June 13, 2018, 08:49:49 am
Can i make a suggestion?
During dogfight. Maybe it will be correct to not count disabled weapon (red by mouseclick) when using cautious mode? Right now if i disable weapon with best range and chose cautious, ufo stops at this range and does nothing.

+1

To fix the issue we could add the check on array _weaponEnabled

Code: [Select]
void DogfightState::minimumDistance()
....
void DogfightState::maximumDistance()

if ((*i)->getRules()->getRange() < min && (*i)->getAmmo() > 0 && _weaponEnabled[idxWep])
{
min = (*i)->getRules()->getRange();
}

Title: Re: [OXCE+] Original discussion thread
Post by: robin on June 16, 2018, 01:16:55 am
is there an option to make the zombification happen only if unit is effectively damaged by the hit?

Title: Re: [OXCE+] Original discussion thread
Post by: Yankes on June 16, 2018, 04:29:48 pm
is there an option to make the zombification happen only if unit is effectively damaged by the hit?
Yes, but right now I do not have enough time to push next release.
Title: Re: [OXCE+] Original discussion thread
Post by: robin on June 16, 2018, 09:44:46 pm
Yes, but right now I do not have enough time to push next release.
Don't worry, take your time. :)
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on June 17, 2018, 03:38:42 pm
I do not know where to turn, I'll write here. You can make a counter display stun as well as displaying the total number of those killed? For example, that would be displayed and killed and stunned (with (soldierDiaries: false)). Can also total number of successful psionic attacks. The place for this is on the panel.

Не знаю куда обратится, напишу здесь. Можно сделать отображение счётчика оглушенных противников так же, как отображение общего числа убитых? Например, что бы отображались и убитые и оглушенные (при (soldierDiaries: false)).  Можно ещё и общее количество успешных псионических атак. Место под это есть на панели.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 17, 2018, 03:49:03 pm
It can be done, but I have no interest in that... maybe someone else.

PS: every time I look at your screenshots, I die a little inside... starting reactions 70, starting firing/throwing/melee 110? RIP xcom :(
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on June 17, 2018, 05:11:15 pm
It can be done, but I have no interest in that... maybe someone else.

It's a pity. Can you tell, who can I contact with a similar idea?

PS: every time I look at your screenshots, I die a little inside... starting reactions 70, starting firing/throwing/melee 110? RIP xcom :(

Correctly. In x-com recruit the best military experts of the Earth, and not people from the streets who escaped conscription into the army.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 17, 2018, 05:53:42 pm
It's a pity. Can you tell, who can I contact with a similar idea?

SupSuper, Warboy, Yankes, ...
Title: Re: [OXCE+] Original discussion thread
Post by: Solarius Scorch on June 17, 2018, 06:50:26 pm
Correctly. In x-com recruit the best military experts of the Earth, and not people from the streets who escaped conscription into the army.

Oh boy, you're into much disappointment in your RL professional career. :)
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on June 18, 2018, 06:50:03 am
SupSuper, Warboy, Yankes, ...

It's strange and sad that you are not interested. You have done so much! I will try to address the specified people.
Title: Re: [OXCE+] Original discussion thread
Post by: bulletdesigner on June 18, 2018, 04:35:36 pm
It's a pity. Can you tell, who can I contact with a similar idea?
You can use the flag´s to match the kill´s like the 40k mod but you lose the nationality´s flag which ins´t a issue in that mod
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 18, 2018, 04:40:03 pm
You can use the flag´s to match the kill´s like the 40k mod but you lose the nationality´s flag which ins´t a issue in that mod

I don't think that's what he wanted... the number of kills is already displayed on the GUI.

He wanted to add number of stuns and number of successful psionic attacks (panic + mindcontrol).
Title: Re: [OXCE+] Original discussion thread
Post by: bulletdesigner on June 18, 2018, 04:45:17 pm
I don't think that's what he wanted... the number of kills is already displayed on the GUI.

He wanted to add number of stuns and number of successful psionic attacks (panic + mindcontrol).

y i misread :P , i was thinking of another stuff , nevermind
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 19, 2018, 11:04:18 pm
New OXCE+ version is up.

2018-06-19
 - Fixed AI units without special weapon melee attacks not hitting at the end of charges
 - Fixed TFTD cruise/cargo ship crash
 - Fix OXCE type mismatch (backwards compatibility for "skillApplied")
 - Added localization strings for true/false in Stats for Nerds
 - Added rank name strings by soldier type
 - Soldier transformations (by ohartenstein23): https://openxcom.org/forum/index.php/topic,6331.0.html

Download: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-26a9514-2018-06-20-win32.7z

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    rankStrings: # Default is empty list
      - STR_RANK_0
      - STR_RANK_1 # Removing the strings below this point would make STR_SOLDIER not get promoted above Squaddie
      - STR_RANK_2
      - STR_RANK_3
      - STR_RANK_4
      - STR_RANK_5
Title: Re: [OXCE+] Original discussion thread
Post by: BlackStaff on June 20, 2018, 10:38:56 am
A fatal error has occurred: vector::_M_range_check: __n (which is 0) >= this->size() (which is 0)

Interesting!
You have the same mistake I made a little while ago!
Except me it was with the value "7" and you it is the value "0"!
Strange... very strange !  8)
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 20, 2018, 10:45:08 am
This is a very generic error message and most likely doesn't relate to your previous issue at all.

It just says: "I was told to look into some array on position X, but such a position doesn't exist in the array you have given me."
Title: Re: [OXCE+] Original discussion thread
Post by: BlackStaff on June 20, 2018, 11:11:08 am
I just installed the latest version!
I have the same mistake!

[20-06-2018_10-08-37]   [FATAL]   A fatal error has occurred: vector::_M_range_check: __n (which is 0) >= this->size() (which is 0)
[20-06-2018_10-08-37]   [FATAL]   Unfortunately, no stack trace information is available
[20-06-2018_10-08-48]   [FATAL]   OpenXcom has crashed: vector::_M_range_check: __n (which is 0) >= this->size() (which is 0)
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.


Nota :
The error occurs when I check the soldiers!

Nota 2 :
Clean version... without external Mods enabled... new part!
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 20, 2018, 12:11:59 pm
Hotfix: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-26a9514-2018-06-20-win32.7z
Title: Re: [OXCE+] Original discussion thread
Post by: BlackStaff on June 20, 2018, 02:51:15 pm
Hotfix work fine ! Tks !  :)
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on June 21, 2018, 05:46:05 am
Fine work, Meridian. There is a question. The files in "\ common \ Shaders" are different from the latest version of openxcom. For full-fledged work it is necessary to use original openxcom files, or yours from OXCE +? I have not yet encountered errors, but I would like to know all the same.

Oh yes, the transformation of soldiers only works with corpses. Judging by the option, it must with live, but live transformation only clones, even with "createsClone: false". And with all the statistics.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 21, 2018, 10:47:35 am
Fine work, Meridian. There is a question. The files in "\ common \ Shaders" are different from the latest version of openxcom. For full-fledged work it is necessary to use original openxcom files, or yours from OXCE +? I have not yet encountered errors, but I would like to know all the same.

All shader files in the latest OXCE+ are identical with the latest OXC nightly.

If you have differences, you are either using an old version or haven't installed correctly. Or maybe didn't compare correctly.

https://github.com/MeridianOXC/OpenXcom/compare/oxce3.5-plus-proto...SupSuper:master

Oh yes, the transformation of soldiers only works with corpses. Judging by the option, it must with live, but live transformation only clones, even with "createsClone: false". And with all the statistics.

It seems to work fine for me, for example with this ruleset:

Code: [Select]
soldierTransformation:
  - name: STR_BUFF_SOLDIER
    producedSoldierType: STR_SOLDIER
    cost: 10000
    keepSoldierArmor: true
    allowsDeadSoldiers: false
    allowsLiveSoldiers: true
    needsCorpseRecovered: false
    allowedSoldierTypes:
      - STR_SOLDIER
    percentOverallStatChange:
      firing: 100
    lowerBoundAtStatCaps: false
    upperBoundAtStatCaps: true
    forbiddenPreviousTransformations:
      - STR_BUFF_SOLDIER
    requiredMinStats:
      firing: 50

Can you post ruleset, which doesn't work?
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on June 21, 2018, 11:57:12 am
All shader files in the latest OXCE+ are identical with the latest OXC nightly.

If you have differences, you are either using an old version or haven't installed correctly. Or maybe didn't compare correctly.

Understandably. Just the date the files were modified is confused.


It seems to work fine for me, for example with this ruleset:

Can you post ruleset, which doesn't work?

Working. Moreover, I found where I was mistaken. Thank you!
Title: Re: [OXCE+] Original discussion thread
Post by: Player701 on June 26, 2018, 12:30:01 pm
Hi.

I've been trying this out and suddenly discover it's possible to destroy outer UFO walls with a heavy plasma. This clearly shouldn't happen as stated here (https://www.ufopaedia.org/index.php/Destroying_Terrain#UFO_walls), and I see no mentioning of this in the changelog. Can't replicate this in OpenXcom, that's why I presume this change was introduced in OXCE+ (whether accidentally or deliberately). Using no mods except the universal patch on top of the Steam version of game data. Is it possible to revert this behavior to correspond to OpenXcom / original game?

Thanks.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 26, 2018, 01:26:05 pm
I did not introduce this in OXCE+, at least not deliberately.

Can't speak for OXCE.

I will check and let you know... would you maybe have a save for me?
In a moment just before you destroy the wall?
Title: Re: [OXCE+] Original discussion thread
Post by: Yataka Shimaoka on June 26, 2018, 01:32:05 pm
If I may ask, does the wall looks like it has lines at the side?
Title: Re: [OXCE+] Original discussion thread
Post by: ohartenstein23 on June 26, 2018, 02:16:27 pm
Tile destruction is calculated somewhat differently due to Yankes' introduction of the ToTile parameter for damageAlter on weapons - I remember seeing this before.  The default in OXCE for non-AoE weapons is to deal 50% of the rolled damage (0-200% of the power) to a tile. @Meridian - you can see this if you follow RuleDamageType::getTileDamage - it's passed the damage roll and the default ToTile of 0.5.

@Player 701 - if you want to mod this out, you can create a mod that has the following entry:
Code: [Select]
items:
  - type: STR_HEAVY_PLASMA_CLIP
    damageAlter:
      ToTile: 0.4 # anything under 0.43 will cause maximum tile damage of 115 * 2 * 0.43 ~ 98, 100 is necessary to destroy the outer hull
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 26, 2018, 02:20:55 pm
So what's different?
Vanilla also does 50% damage to terrain, no?
Title: Re: [OXCE+] Original discussion thread
Post by: ohartenstein23 on June 26, 2018, 02:23:58 pm
Vanilla does 25-75% of weapon power to terrain, 50% is the rule only for explosions. OXCE does 0-100% of weapon power.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 26, 2018, 02:26:57 pm
OK, that's a pretty clear bug for me then... I'll report to Yankes.
Title: Re: [OXCE+] Original discussion thread
Post by: TheDeparted on June 28, 2018, 04:58:19 pm
Have you guys considered an auto-update feature of your fabulous work? You know, like the one they have in Heroes 3 HD mod.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 28, 2018, 05:06:31 pm
Have you guys considered an auto-update feature of your fabulous work? You know, like the one they have in Heroes 3 HD mod.

Yes, but it's a low priority.
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on June 28, 2018, 08:53:21 pm
Meridian, what other plans?
By the way, it would be good "Readme.txt" to upgrade, write there all the available options for rules files. And then I heard something about anti-camouflage, but found none and even impossible to understand, it exists or not?
Title: Re: [OXCE+] Original discussion thread
Post by: TheDeparted on June 28, 2018, 10:00:58 pm
Yes, but it's a low priority.

So glad to hear that, despite being a low priority. Also, Meridian, I read somewhere that you were considering adding a training facility minimod that can be activated in the options menu. I think that would be fantastic! Are you still considering this possibility?  ;D
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 28, 2018, 10:10:12 pm
So glad to hear that, despite being a low priority. Also, Meridian, I read somewhere that you were considering adding a training facility minimod that can be activated in the options menu. I think that would be fantastic! Are you still considering this possibility?  ;D

I don't remember saying that... there are several training facility mods available on the forum already, I don't see a particular reason to distribute them as standard mods.

Meridian, what other plans?
By the way, it would be good "Readme.txt" to upgrade, write there all the available options for rules files. And then I heard something about anti-camouflage, but found none and even impossible to understand, it exists or not?

https://openxcom.org/forum/index.php/topic,4822.0.html

And yes, I will make a proper documentation one day...
Title: Re: [OXCE+] Original discussion thread
Post by: Player701 on June 29, 2018, 09:49:25 am
OK, that's a pretty clear bug for me then... I'll report to Yankes.

Sorry for the late reply. I guess a save file is not needed anymore since you have by now ruled out that the issue is actually a bug?

P.S. Just a few words regarding my opinion on this project:

Basically, the QoL improvements is all I'm after. OXCE+ seems to do a fairly good job on this, though I wish some features were customizable without the use of mods (like the bug hunt mode, for example).

Also, the changelog seems to feature a lot of changes which seem like they modify the game mechanics compared to OpenXcom. For example: "Alien bases can now scan for xcom craft and generate hunt missions". How do I know if this is just a modding option that is NOT enabled by default or a new feature built into the base game? I'd really like to have an experience as close to the "vanilla" game as possible (except the bugs, of course) but with additional QoL. OXCE+ goes much further than OXC in terms of the latter, but if it also makes changes to the actual gameplay, it would be nice to know what exactly it changes.

Thank you very much :)
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on June 29, 2018, 01:36:07 pm
Hello.
I have a question about forcefields.
Is it possible to use unit energy for the shield strength, as "mana shield" from diablo II or other games?
Title: Re: [OXCE+] Original discussion thread
Post by: Yankes on June 29, 2018, 02:07:30 pm
Yes, it can depend on any property you can read and write in scripts.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 29, 2018, 02:11:28 pm
Sorry for the late reply. I guess a save file is not needed anymore since you have by now ruled out that the issue is actually a bug?

Yes, it's fixed already and will be available in the next version.

P.S. Just a few words regarding my opinion on this project:

Basically, the QoL improvements is all I'm after. OXCE+ seems to do a fairly good job on this, though I wish some features were customizable without the use of mods (like the bug hunt mode, for example).

Also, the changelog seems to feature a lot of changes which seem like they modify the game mechanics compared to OpenXcom. For example: "Alien bases can now scan for xcom craft and generate hunt missions". How do I know if this is just a modding option that is NOT enabled by default or a new feature built into the base game? I'd really like to have an experience as close to the "vanilla" game as possible (except the bugs, of course) but with additional QoL. OXCE+ goes much further than OXC in terms of the latter, but if it also makes changes to the actual gameplay, it would be nice to know what exactly it changes.

Thank you very much :)

Most features are customizable via mods (including bases hunting for your craft), because I wanted to keep things vanilla... just like you.

99.9% of game-mechanics-features are optional and without mods, OXCE+ is practically identical in mechanics as OXC.
The only changed mechanic I can think of in OXCE+ is throwing accuracy training... you can't train throwing accuracy just by throwing junk like flares around... throwing accuracy is trained only if you actually hit an enemy, e.g. with a grenade.
Everything else is (should be) vanilla.

A few (less than 5) changes were inherited from OXCE, you can find them somewhere on the forum, but they are also very small... the only one I remember is that enemies panic a bit less in large groups... which will not affect your vanilla experience, because there are no large groups in vanilla anyway.

By far the biggest non-vanilla experience is between xcom1994 and OpenXcom... OXCE and OXCE+ (without mods) are negligible in comparison.

More info: https://openxcom.org/forum/index.php/topic,5251.0.html
Title: Re: [OXCE+] Original discussion thread
Post by: ohartenstein23 on June 29, 2018, 02:37:10 pm
Hello.
I have a question about forcefields.
Is it possible to use unit energy for the shield strength, as "mana shield" from diablo II or other games?

Since the shields are a script, yes it is possible for energy to be used to fuel them, it would just require replacing the logic in the ruleset file that deals with the shields' HP and substitute in checking/setting unit energy.
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on June 29, 2018, 03:02:26 pm
Meridian, Thanks for the reply.

Another question. I hung up the missile launcher on the Sectopod, and on the Cyberdisc the minigun, as the second weapon. But they do not use the second weapon. In weapons 1 shooting mode - aiming in the first, automatic in the second.
1. Are there options in OXCE+ for using AI weapons? (Do not use a tourn, but use in principle)
2. And is it possible to regulate the range of shooting for the AI with different shooting modes?

P.S. Yes, and still AI does not know how to use first-aid kits, which is sad.
Title: Re: [OXCE+] Original discussion thread
Post by: Player701 on June 29, 2018, 06:45:35 pm
More info: https://openxcom.org/forum/index.php/topic,5251.0.html
Yeah, read this one already, but the changelog made me worry a little. I don't mind the throwing accuracy training fix (though I don't see anything illogical in training it with throwing random stuff around either). Thank you for a clearer explanation :)

Will wait for the next version now.

BTW, how far behind the master OpenXcom branch OXCE+ is? Last time I played OXC (though it was quite a while ago) the tendency was for the latest nightlies to contain more bug fixes (though it was of course also possible that new bugs could be introduced), and I presume it is the same today. In other words: how stable is the latest release build of OXCE+?
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 29, 2018, 07:06:15 pm
BTW, how far behind the master OpenXcom branch OXCE+ is? Last time I played OXC (though it was quite a while ago) the tendency was for the latest nightlies to contain more bug fixes (though it was of course also possible that new bugs could be introduced), and I presume it is the same today. In other words: how stable is the latest release build of OXCE+?

2 commits behind (both only about new openxcom logo and icons)... I have cherry-picked everything else.
Title: Re: [OXCE+] Original discussion thread
Post by: Player701 on June 29, 2018, 07:15:10 pm
2 commits behind (both only about new openxcom logo and icons)... I have cherry-picked everything else.
OK, that's just awesome :) Thanks a lot!
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on June 30, 2018, 12:41:12 pm
Meridian, Thanks for the reply.

Another question. I hung up the missile launcher on the Sectopod, and on the Cyberdisc the minigun, as the second weapon. But they do not use the second weapon. In weapons 1 shooting mode - aiming in the first, automatic in the second.
1. Are there options in OXCE+ for using AI weapons? (Do not use a tourn, but use in principle)
2. And is it possible to regulate the range of shooting for the AI with different shooting modes?

P.S. Yes, and still AI does not know how to use first-aid kits, which is sad.

There are no sophisticated modding options for AI.
Ohartenstein added something recently for using multiple weapons, or weapon ranges... here just pasting the commit message:

Quote
Basic support for limited-range weapons usage by AI

1. added global option for AI to not get stuck when trying to shoot outside of weapon's range
(OXC bug)
2. added override for option from point 1 (per unit type) to keep getting stuck
(some crazy modders want invisible short range camping and ambushing ninjas)

3. added global option to use extended fire mode choice algorithm (friendlier towards non-vanilla weapons)
(automatically includes checks to not get stuck from point 1)

Please note that units don't get stuck, but they also don't always close the distance automatically.
They still have options to decide to escape or set up ambushes.
With option from point 3 enabled, they have a "slight" bias towards closing the distance, but far from 100%

I guess he can add more details what exactly was done...
Title: Re: [OXCE+] Original discussion thread
Post by: ohartenstein23 on June 30, 2018, 02:41:55 pm
That code only changed how the AI picks the firing mode for a particular weapon and how it decides where to move to find a good spot to fire, the choice of weapon is still the same, which in most cases means the AI only uses one ranged weapon when given two.

One way you might get around this is to make one weapon use different ammo types for different firing modes, so at long ranges they might fire an aimed shot with a rocket, but up close they use a rapid-fire plasma weapon.
Title: Re: [OXCE+] Original discussion thread
Post by: Solarius Scorch on June 30, 2018, 02:46:41 pm
though I don't see anything illogical in training it with throwing random stuff

Because if you could train Throwing Accuracy in a few turns of throwing items, your men would max out this stat on day 1, without even leaving the base... The hangar is a suitable place for practicing throws.
If that is not illogical, what is?!

And of course there is the (most important) gameplay element: such mechanics encourage prolonging battles in order to give every soldier the time to find a safe spot and throw a few things. Which penalizes players who aren't willing to spend their playing time on activities commonly (though undeservedly) referred to as "autistic".
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on June 30, 2018, 03:02:11 pm
One way you might get around this is to make one weapon use different ammo types for different firing modes, so at long ranges they might fire an aimed shot with a rocket, but up close they use a rapid-fire plasma weapon.

And if in additional weapons add hand-to-hand attack? Is there a chance that this weapon slot will be used to launch a rocket or a minigun queue? Terrorists use additional melee weapon of the second slot. And is there a check on "battleType:" and how does it work?

Oops. Checked-nothing came out. I'll just take your advice.
Title: Re: [OXCE+] Original discussion thread
Post by: robin on June 30, 2018, 04:26:36 pm
How do I add shields?
I looked into XCom Files ruleset but my mind was shattered.
My goal is to add them to one alien or two and to agent armors.

I found this:

armors:
  - type: MY_ALIEN_ARMOR
    tags:
      ARMOR_ENERGY_SHIELD_CAPACITY: 100
      ARMOR_ENERGY_SHIELD_PER_TURN: 10
      ARMOR_ENERGY_SHIELD_FLASH_COLOR: 9  # starts from 0 or from 1?
      ARMOR_ENERGY_SHIELD_TYPE: 0  # what is this?


Do I need to add all the stuff under  the "extended/scripts" section?
I don't need the "vampiric" ability.

Bonus questions:
is damage to the shield energy affected by the resistances defined for the armor?
Damage to the shield energy is BEFORE armor right?

Thanks.
Title: Re: [OXCE+] Original discussion thread
Post by: ohartenstein23 on June 30, 2018, 05:33:09 pm
The energy shield scripts are spread across that file between multiple sections; while you don't need the full file, it's easier to just keep the rest of the scripts than to cut out what you don't use.

The shields are considered before any armor, and they have their own set of resistances and damage types they're effective against. The TYPE tag determines which set of resistances to use - XCF has 4 different types, 0, 1, 2, and 3. Piratez has 3, but there's more explanation of what each type does in the pedia. There's a specific part of script that you'd need to edit to get different types.

The COLOR tag determines which color group the shield uses. It corresponds to the 16-color rows of the battlescape palette, so 0 means greys, 1 means the next row down, etc.

If you would like, I can prepare a pared-down version of the file with just the shields on armor, but I'd need to know a bit more what you're thinking about for resistances and types.
Title: Re: [OXCE+] Original discussion thread
Post by: Player701 on June 30, 2018, 09:25:58 pm
Because if you could train Throwing Accuracy in a few turns of throwing items, your men would max out this stat on day 1, without even leaving the base... The hangar is a suitable place for practicing throws.
If that is not illogical, what is?

And then you'd be able to train other stats without even leaving the base too, e.g. firing accuracy in a shooting range, or stamina by exercise etc. But I don't really care about the realism aspect of the game anyhow, so I don't think there's much point in discussing this...
Title: Re: [OXCE+] Original discussion thread
Post by: Solarius Scorch on July 01, 2018, 12:42:05 pm
And then you'd be able to train other stats without even leaving the base too, e.g. firing accuracy in a shooting range, or stamina by exercise etc. But I don't really care about the realism aspect of the game anyhow, so I don't think there's much point in discussing this...

That's fine for one half of the problem... Even though I do care about keeping as much realism as we can, this isn't Super Mario Bros.
But the gameplay issue remains, and as I said, it is the dominant one. A system which rewards you for doing boring, silly and nonsensical actions (like throwing your weapons 1 tile away for exercise near the end every battle) is not a good design at all.
Title: Re: [OXCE+] Original discussion thread
Post by: Yankes on July 01, 2018, 02:53:14 pm
(...), silly and nonsensical actions (like throwing your weapons 1 tile away for exercise near the end every battle) is not a good design at all.
But college students do exactly this with theirs caps :>
This represents joy of solder that survive another bloody battle with alien menace :)
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on July 01, 2018, 04:48:22 pm
And all would be nothing if for the killed grenades would give the same experience, as well as at firing. In addition, the accuracy can be pumped by conventional pistols (or knives in hand-to-hand) on an impenetrable Sectopod, and with throwing it will not work.
Title: Re: [OXCE+] Original discussion thread
Post by: nuuren on July 03, 2018, 05:43:09 pm
So the download link for Windows version of the https://openxcom.org/forum/index.php/topic,5258.0.html seems to be broken, anyone got an alternative link?

Tried to "mod" nightly build with the github version of OXCE+ but to avail.
Title: Re: [OXCE+] Original discussion thread
Post by: SIMON BAILIE on July 03, 2018, 07:10:03 pm
Yes see attached.
Title: Re: [OXCE+] Original discussion thread
Post by: Stoddard on July 04, 2018, 02:03:25 am
Downloads back online, sorry for the interruption.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 05, 2018, 09:36:26 pm
New OXCE+ version is up.

2018-07-05
 - Language updates OXCE+ (pl, ro, cs, ja, ru, hu)
 - Language updates OXC (pl, pt, it, lb, da, ja, ro)
 - Scroll ground inventory backwards (shift-click or right-click)
 - Extra nerdy pedia info (accuracy multiplier and power bonus); "extraNerdyPediaInfo: true" global variable
 - Motion scanner QoL (idea by redv); hold ALT after using motion tracker
 - Reintroduced vanilla tile damage calculation
 - Fixed some hunter-killer CTD corner cases
 - Added no experience indicator (Ctrl+E in battlescape)
 - Added shock indicator (alert for negative HP regen)
 - Keeping scroll position of tables when returning from other screens
   * ufopedia select, new research, new manufacture and craft equipment GUIs
 - Added default radar range (672 nm) for UFOs
 - Damage indicator in the Inventory (hold ALT and point at the item)

Download: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10b-8fda9f8a6-2018-07-06-win32.7z
Title: Re: [OXCE+] Original discussion thread
Post by: SIMON BAILIE on July 06, 2018, 08:03:30 pm
I have started a new run through of TFTD and started the game with oxce+ of 20/06/18 but have just upgraded to 3.10b of 05/07/18 but I'm getting a crash at the end of a mission. Just stun the last Aquatoid and then the crash happens. But I have put the saved game through 3.10a of 20/06/18 with same settings and same mods(about 10) and the mission finishes normally. I'm unsure what is going on here but I like the new feature in your latest oxce+(ALT with the motion scanner), that was the main reason I upgraded as I normally avoid upgrading in the middle of a run through. I can continue on with the earlier oxce+ but would like to keep using the new features of the latest oxce+. Thanks in advance.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 06, 2018, 08:23:35 pm
It doesn't crash for me.

Can you upload these mods, so that I can try with them too?

Code: [Select]
  - "commendations-tftd-fix ver: 1.0"
  - "cooperssmoke ver: 1.0"
  - "Disruptor Cannon ver: 1.5"
  - "EXPGAUSS ver: 1.0"
  - "TFTD HAMMERHEAD v1.0 ver: 1.0"
  - "MegaVolt_InventorySlotMod10 ver: 1.0"
  - "Moray ver: 1.01"
  - "NO SHIPPING TERROR v1.0 ver: 1.0"
  - "Viewing Range ver: 1.0"
  - "zrbiteflares ver: 1.0"
Title: Re: [OXCE+] Original discussion thread
Post by: SIMON BAILIE on July 06, 2018, 08:48:13 pm
All 10 user mods are in the attached zipped file.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 06, 2018, 09:20:30 pm
Same version, same mods, same config file, no crash...

Maybe try to install again?
Can someone else try?
Title: Re: [OXCE+] Original discussion thread
Post by: SIMON BAILIE on July 06, 2018, 09:38:54 pm
I'll try a reinstall with the user folder from the old one and let you know how it goes.
Title: Re: [OXCE+] Original discussion thread
Post by: Kammerer on July 06, 2018, 09:54:16 pm
Can someone else try?

It doesn't crash for me either. I also tried to transfer and sell some items after the mission and neither could I provoke a crash.
Title: Re: [OXCE+] Original discussion thread
Post by: Stoddard on July 06, 2018, 10:04:58 pm
Can someone else try?

Clean install, mods from the .rar, nope, no crash.


EDIT:


Meridian, please consider merging https://github.com/MeridianOXC/OpenXcom/pull/10 (https://github.com/MeridianOXC/OpenXcom/pull/10)

It'll make debugging such crap a
bit easier.
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on July 07, 2018, 05:47:24 am
Can someone else try?

Everything works fine. Well, except that "shock indicator" is not understood. What's changed and where to look? Everything Else works fine. Thanks for the update.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 07, 2018, 11:10:19 am
Meridian, please consider merging https://github.com/MeridianOXC/OpenXcom/pull/10 (https://github.com/MeridianOXC/OpenXcom/pull/10)

Will I need to change my paths now? :/

Everything works fine. Well, except that "shock indicator" is not understood. What's changed and where to look? Everything Else works fine. Thanks for the update.

It's an indicator similar to bleeding/burning/stunned indicator... it shows when units have negative HP regen.
Sample: https://openxcom.org/forum/index.php/topic,5360.msg98358.html#msg98358

Indicator icon can be different based on starting condition, e.g. to be different for drowning, suffocating, overheating, etc.
Title: Re: [OXCE+] Original discussion thread
Post by: BlackStaff on July 07, 2018, 11:19:03 am
new version work fine ! Thanks !
Except  "Motion scanner QoL (idea by redv); hold ALT after using motion tracker" ! I don't see anything special! Another language problem!  ;D
 
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 07, 2018, 01:11:06 pm
new version work fine ! Thanks !
Except  "Motion scanner QoL (idea by redv); hold ALT after using motion tracker" ! I don't see anything special! Another language problem!  ;D

https://openxcom.org/forum/index.php/topic,2391.msg98552.html#msg98552
Title: Re: [OXCE+] Original discussion thread
Post by: BlackStaff on July 07, 2018, 02:55:02 pm
Thank you very much ! Work fine !  :)
Title: Re: [OXCE+] Original discussion thread
Post by: Stoddard on July 07, 2018, 03:28:25 pm
Will I need to change my paths now? :/

What paths?

If you use Makefile.mxe and cloned yaml-cpp souce yourself, the only changes would be to point YAML_DIR to the .../whatever/yaml-cpp instead of ../whatever/yaml-cpp/src
And maybe use NO_LTO=1 because it slows down linking noticeably.

Apart from that, and generating a separate .exe with debug symbols, nothing has changed.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 07, 2018, 04:01:08 pm
I didn't try yet, but the path to MXE seems to have changed too, just looking at the commit.

Anyway, I will merge later this weekend.

EDIT: also, could you maybe change your build bot to build win32 version first?
Title: Re: [OXCE+] Original discussion thread
Post by: Stoddard on July 07, 2018, 04:23:02 pm
I didn't try yet, but the path to MXE seems to have changed too, just looking at the commit.

Ah, yes, sorry. But you can omit this change from the merge, no problem.

Anyway, I will merge later this weekend.

Thanks.

EDIT: also, could you maybe change your build bot to build win32 version first?

I'll try. It's Jenkins, you know. Arcane and crazy stuff from the Java dimension.
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on July 07, 2018, 06:27:11 pm
https://openxcom.org/forum/index.php/topic,2391.msg98552.html#msg98552
Is it possible to add option to make that behavior default? As automatic night vision. (For android version mostly.)
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on July 08, 2018, 05:45:48 pm
Have a suggestion. Please enter 2 options for weapons:
reactionFire: true(Defualt)\false
berserkFire: true(Defualt)\false

The first is needed for a variety of shooting modes for weapons that should not work on the reaction.

The second, to prevent suicide potentially dangerous aliens and strengthen the role of panic on the enemy. At the moment, the situation with the guidance of panic at the enemy is such that 5 TU to spend a pity on it.
I don't know what's wrong, but zero-morale aliens almost never panic if they can harm a player. Only sometimes falls into the Berserker and shoots strictly on the player's units. No one wants to eliminate the randomization of panic, and therefore need an option that will contribute to the restoration of justice.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 08, 2018, 07:14:00 pm
1/ Reaction fire can already be removed by removing the snap shot... and leave just aimed shot and auto shot.

2/ Everything about berserk is just in our imagination... and yes, I have similar feelings, but it is already random... we just feel it more when we get hurt, that's all.

Zero-morale enemies do panic:
- in 34% they berserk
- in 33% they freeze in place
- in 33% they flee

Where they shoot while berserking is completely random... unless they see you of course, in which case they shoot at the closest visible target (which is a totally normal berserking behavior).
Just end your turn behind their back (or in cover) and they won't shoot at you.

Panic is a very strong mechanic and definitely worth more than 5 TU... I use it all the time.
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on July 08, 2018, 08:16:10 pm
1/ Reaction fire can already be removed by removing the snap shot... and leave just aimed shot and auto shot.

I do, but it's a crutch, nothing more. Would like to have a more accurate configuration tool and more options.

Where they shoot while berserking is completely random... unless they see you of course, in which case they shoot at the closest visible target (which is a totally normal berserking behavior).
Just end your turn behind their back (or in cover) and they won't shoot at you.

Very random.  :D Only when you're hiding behind walls, the aliens don't panic. At best, 1 in 10 times triggered panic on the alien, which is the most dangerous. How much morality he has at the same time-does not matter.

I'm not about that. I understand that alter psionics no one will. Moreover, we have already discussed this. But a couple of the options I described for the weapons to add will not hurt.

Panic is a very strong mechanic and definitely worth more than 5 TU... I use it all the time.

So far, I see that the mechanics of panic are so strong that it doesn't even make sense to use It. :D
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on July 11, 2018, 07:28:15 am
A little note. "monthly Salary" and "monthly Maintenance" do not work with armored vehicles and aircraft weapons if they are loaded into ships.
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on July 12, 2018, 01:18:39 pm
Looks like bug in core, not in mod:
https://openxcom.org/forum/index.php/topic,5566.msg99004.html#msg99004 (https://openxcom.org/forum/index.php/topic,5566.msg99004.html#msg99004)
When try to use two-handed only weapon with item in second hand, wrong message displayed. Not STR_MUST_USE_BOTH_HANDS, but STR_UNDERWATER_EQUIPMENT.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 14, 2018, 12:23:39 pm
For modders:
Starting next version, you should use "capturable: false" for enemies that cannot be captured (i.e. are forced to die when stunned).


This depended on "specab: 1" and "specab: 3" until now (= all units that explode upon death), but has been changed in recent nightly.

Affects also mods that don't use OXCE+ : https://openxcom.org/forum/index.php/topic,3287.msg98898.html#msg98898
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 14, 2018, 09:16:15 pm
New OXCE+ version is up.

2018-07-14
 - Fixed message priority (two-handed vs underwater weapons)
 - Fixed medikits training melee by default (trains nothing now)
 - Bughunt mode turned off by default (after 999 turns by default)
 - Added ability to spray multiple shots between multiple waypoints: https://openxcom.org/forum/index.php/topic,6423.0.html
 - Fixed two-handed accuracy penalty for special weapons using empty hands
 - Rank sprites are now moddable per soldier type
 - Soldier rank gets reduced to highest possible when undergoing a transformation
 - Soldier transformations without a producedSoldierType default to keeping the type the same
 - Fixed live soldier transformation projects with transfer time > 0
 - Custom weapon reload sounds
From vanilla:
 - Added option to choose between GM.CAT and MIDI files when setting up the game's music format
 - Unhardcoded the logic determining whether an alien can be captured alive.
 - Fixed multiple falling units behaviour

Download: https://openxcom.org/forum/index.php/topic,5258.0.html

Code: [Select]
items:
  - type: STR_HEAVY_GAUSS
    sprayWaypoints: 3       # default 0

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    rankSprite: xxx         # default 42 # basebits.pck
    rankBattleSprite: xxx   # default 20 # smoke.pck

Code: [Select]
items:
  - type: STR_PISTOL
    reloadSound: 4          # default 17
  - type: STR_RIFLE
    reloadSound: [4, 12, 22]

Code: [Select]
units:
  - type: STR_BLUE_CYBERDISC
    specab: 1
    capturable: false       # default TRUE!!
Title: Re: [OXCE+] Original discussion thread
Post by: Solarius Scorch on July 15, 2018, 02:53:08 pm
What is the sprayWaypoints code?  ???

Something like in Jagged Alliance 2: for an auto fire weapon you can define two points on the map and the weapon will attempt to saturate the space between them evenly with bullets.
Title: Re: [OXCE+] Original discussion thread
Post by: bulletdesigner on July 17, 2018, 12:36:08 am
soldiers rank sprites work fine but i can´t get tiny ones to work, and since you only put the 2 lines in description

    rankSprite: xxx         # default 42 # basebits.pck
    rankBattleSprite: xxx   # default 20 # smoke.pck

i suposed  tinyRankSprite:  xx is still WIP?
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 21, 2018, 07:16:45 pm
New OXCE+ version is up.

2018-07-21
 - Changed hit! to HIT
 - Added option for one-handed-unloading of weapons (by karadoc)
 - Fix for transformations not working on psi-training soldiers
 - Removed 8km limit from aggressive attack (in dogfight)
 - Tiny ranks per soldier type
 - Changed craft transfer time default to 24 hours
 - Quite a lot of recent vanilla bugfixes

Download: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10b-f8325b1a4-2018-07-21-win32.7z

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    rankSprite: xxx         # default 42 # basebits.pck
    rankBattleSprite: xxx   # default 20 # smoke.pck
    rankTinySprite: xxx     # default  0 # TinyRanks
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on July 22, 2018, 06:01:23 am
Thank you very much for the update.
Just explain to me somebody - what is a "rankTiny" where to find it and how to use it? The translator translated everything in such a way that I understood even less.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 22, 2018, 09:09:19 am
More info: https://openxcom.org/forum/index.php/topic,4187.msg78228.html#msg78228

See also screenshot.
Title: Re: [OXCE+] Original discussion thread
Post by: Player701 on July 22, 2018, 04:56:26 pm
Hi again.

There seems to be an issue where I can recover live aliens despite having no alien containment at my base.

Check out the attached save file: load, shoot the sectoid (doesn't always work on first try, reload if it fails) => mission is over, live aliens recovered = 1. Then go to base management, select the 3rd base ("Asia") and check the stores. Bah - there is a Sectoid Leader there... and no alien containment (not even under construction).

Looking at the code (https://github.com/MeridianOXC/OpenXcom/blob/oxce3.5-plus-proto/src/Battlescape/DebriefingState.cpp#L2182), this behavior seems to be introduced in OXCE+ (also confirmed by testing in vanilla OXC, the "Alien dies because no alien containment" message is displayed before debriefing). However, the original game does not work this way. Could you please make this behavior toggleable and disable it for vanilla rulesets, if possible? The same behavior is implemented in recoverCivilian (https://github.com/MeridianOXC/OpenXcom/blob/oxce3.5-plus-proto/src/Battlescape/DebriefingState.cpp#L2130) as well; even though civilians are not recoverable in vanilla, maybe make the toggle apply there too for consistency?

Also, possible bug: maybe a "<=" should be here instead of "<"? Lines 2147 (https://github.com/MeridianOXC/OpenXcom/blob/oxce3.5-plus-proto/src/Battlescape/DebriefingState.cpp#L2147) and 2227 (https://github.com/MeridianOXC/OpenXcom/blob/oxce3.5-plus-proto/src/Battlescape/DebriefingState.cpp#L2227) in DebriefingState.cpp

Thanks :)
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 24, 2018, 05:54:05 pm
In OXCE+ the aliens can be transferred to other bases instead of dying.
If you turn on the "Enforce storage limits" option, you will get the message about not sufficient alien containment.

Without the option turned on, it just goes into minus (and you are not forced to remove or transfer the alien).

But I guess there is still a logical error there... you should be able to go into minus let's say from 10 to -7, but not from 0 to -7 (i.e. when you don't have any alien containment).
I'll fix it accordingly.

PS: as for "<=" vs "<".... "<" is correct
Title: Re: [OXCE+] Original discussion thread
Post by: Player701 on July 24, 2018, 08:09:56 pm
In OXCE+ the aliens can be transferred to other bases instead of dying.
If you turn on the "Enforce storage limits" option, you will get the message about not sufficient alien containment.

Without the option turned on, it just goes into minus (and you are not forced to remove or transfer the alien).

But I guess there is still a logical error there... you should be able to go into minus let's say from 10 to -7, but not from 0 to -7 (i.e. when you don't have any alien containment).
I'll fix it accordingly.

PS: as for "<=" vs "<".... "<" is correct

I thought storage limits only affected items, not captive aliens. I am aware you can exceed your general stores capacity after recovering items from a successful mission (vanilla behavior), but there has always been a requirement to have an alien containment at your base to store live aliens. At least it is like this in plain OpenXcom (and AFAIK in vanilla as well).
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 24, 2018, 08:15:01 pm
I thought storage limits only affected items, not captive aliens. I am aware you can exceed your general stores capacity after recovering items from a successful mission (vanilla behavior), but there has always been a requirement to have an alien containment at your base to store live aliens. At least it is like this in plain OpenXcom (and AFAIK in vanilla as well).

Storage limits affect alien containment in Openxcom too.

And the requirement to have alien containment in the base (or transfer to another base that has it) will be fixed.
Title: Re: [OXCE+] Original discussion thread
Post by: Player701 on July 24, 2018, 09:25:20 pm
Storage limits affect alien containment in Openxcom too.

And the requirement to have alien containment in the base (or transfer to another base that has it) will be fixed.

I see.

Also, regarding
PS: as for "<=" vs "<".... "<" is correct

Sorry, then. Too much advanced logic seems to have been introduced here so I guess I don't understand it all. Just thought I'd better ask about it...

Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 26, 2018, 05:52:15 pm
Finally fixed, took a lot longer than I thought... corner cases of corner cases of corner cases, sigh.

Here's the fix: https://github.com/MeridianOXC/OpenXcom/commit/c867b6bf53ae72907a6a70b3747153b458b9aa11

Here's a new build: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10b-88ae4fdc2-2018-07-26-win32.7z

I would appreciate if someone could test all the combinations of:
 - storage limits option turned on/off
 - having alien containment in the base or not
 - having alien containment in any other base or not
Title: Re: [OXCE+] Original discussion thread
Post by: Player701 on July 26, 2018, 06:36:04 pm
Finally fixed, took a lot longer than I thought... corner cases of corner cases of corner cases, sigh.

Here's the fix: https://github.com/MeridianOXC/OpenXcom/commit/c867b6bf53ae72907a6a70b3747153b458b9aa11

Here's a new build: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10b-88ae4fdc2-2018-07-26-win32.7z

I would appreciate if someone could test all the combinations of:
 - storage limits option turned on/off
 - having alien containment in the base or not
 - having alien containment in any other base or not

Using the save file I attached earlier, I am now presented with an alien containment management screen at the end of the mission. I guess this is intended behavior. Perhaps the message could be changed, though (it says I must remove excess aliens from containment even though I don't have one). Wish it were possible to turn off the ability to transfer the aliens, but then I might as well just not use it.
 
The only thing which looks weird to me is that the "Alien containment limits exceeded" popup window seems to appear before its animation starts playing (i.e. first I see the message, and then the "window frame" animation and sound play). I think I saw this effect one or two times back when I didn't have any alien containment in any of my bases, but then I thought it was just a fluke (perhaps I pressed a button too fast or something); however, this time it can be reproduced reliably.

I wish I could test more, but unfortunately I don't have much time in the following two days. Thank you anyway, though. (guess OpenXcom could probably benefit from some kind of unit testing framework...)
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 26, 2018, 07:04:29 pm
Using the save file I attached earlier, I am now presented with an alien containment management screen at the end of the mission. I guess this is intended behavior.

Yes.

Perhaps the message could be changed, though (it says I must remove excess aliens from containment even though I don't have one).

This could be easily rephrased, if it's bothering you.
I left it as in original, because it's not bothering me :)

Wish it were possible to turn off the ability to transfer the aliens, but then I might as well just not use it.

It would be one more dimension to an already overcomplicated situation (and I didn't even tell you there is an unlimited number of alien containment types for various groups of creatures... by far my least favourite oxce+ feature).
I only hope that benefits from having after-mission-transfers (for other players) outweigh your non-vanilla frustration.
Title: Re: [OXCE+] Original discussion thread
Post by: Player701 on July 26, 2018, 07:48:38 pm
Yes.

This could be easily rephrased, if it's bothering you.
I left it as in original, because it's not bothering me :)

It would be one more dimension to an already overcomplicated situation (and I didn't even tell you there is an unlimited number of alien containment types for various groups of creatures... by far my least favourite oxce+ feature).
I only hope that benefits from having after-mission-transfers (for other players) outweigh your non-vanilla frustration.

There is no frustration, just expressing my thoughts. Like I said, it might be easier to simply not use this feature instead. Especially since you say the situation is overcomplicated (well, I think I already got that when looking at the code and comparing it to plain OpenXcom). Maybe I will even try out one of those mods someday which make use of different alien containment types :)
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 29, 2018, 08:13:28 pm
New OXCE+ version is up.

2018-07-29
 - Option to get a country back after they signed a pact with aliens: https://openxcom.org/forum/index.php/topic,5932.msg100448.html#msg100448
 - Added support for alien mission interruption: https://openxcom.org/forum/index.php/topic,6456.msg100411.html#msg100411
 - Fixed mission wave/objective mismatch: https://openxcom.org/forum/index.php/topic,5717.msg100406.html#msg100406
 - Added a 50-200% damage calculation type: https://openxcom.org/forum/index.php/topic,6455.msg100319.html#msg100319
 - Night vision can always be enabled
 - Grenade indicator in hand UI is now animated (same as in the Inventory)
 - Refactored hand UI drawing (now supports OXCE animation)
 - Fixed alien containment handling when limits are not enforced
 - Fixed crash when not all soldiers could be deployed and craft was lost
 - "New Battle" mode now has 2 ammo of each type instead of 1 by default
 - Fixed damage bonus from "strengthApplied" not showing in stats for nerds

Download: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10b-7e4188c64-2018-07-29-win32.7z
Title: Re: [OXCE+] Original discussion thread
Post by: Player701 on July 30, 2018, 06:55:17 pm
There seems to be a minor regression issue between builds 2018-07-29 and 2018-07-26. The weapon sprite in the status panel seems to disappear randomly while firing. Note that it has always done that once after clicking on the target (just before firing), but in that case everything in the panel disappears also (soldier stats, name etc.). In 2018-07-29 it seems to disappear randomly during the firing sequence, leaving only the ammo counter visible. This is most noticeable with auto shots.
Title: Re: [OXCE+] Original discussion thread
Post by: LouisdeFuines on July 30, 2018, 08:03:00 pm
@Meridian:
How do I activate the base-retake option?
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on July 30, 2018, 11:11:20 pm
@Meridian:
How do I activate the base-retake option?

You don't... let the modders do it.
It's not a user option, it's a modding parameter.
Title: Re: [OXCE+] Original discussion thread
Post by: new_civilian on August 03, 2018, 12:33:34 pm
And a good one, just recoverd Spain in my recent campaign!  :D
Thanks so much for all your work here, Meridian.
Title: Re: [OXCE+] Original discussion thread
Post by: Player701 on August 03, 2018, 10:53:13 pm
Hi again.

Found another bug in the latest build (2018-07-29).

Steps to reproduce:

Unfortunately, these steps are not reliable (the crash doesn't always happen). But it appears the memory becomes corrupted after performing steps 1-3 and any further action taken may result in a crash or freeze. I had OXCE+ lock up completely when trying to load save2.sav again after it loaded normally for the first time. In another attempt to reproduce the bug, I had OXCE+ crash when exiting the game. I couldn't reproduce this in vanilla OpenXcom (though it might be subject to this bug as well, considering the apparent randomness in how it can manifest itself).

Tested on a clean installation - no mods used and no mods present. OS is Windows 10 x64, using build from the URL in the corresponding forum post (win32). BTW, the win64 build doesn't seem to work at all on my system (it just doesn't start, no error message or anything).
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 04, 2018, 03:41:06 pm
Yeah, trying to access already deleted objects... also applies to vanilla.
Title: Re: [OXCE+] Original discussion thread
Post by: Player701 on August 05, 2018, 12:46:48 pm
Yeah, trying to access already deleted objects... also applies to vanilla.

I see. Hope it can be fixed in future vanilla and OXCE+ builds, then. Maybe file a report on the bug tracker for that one?

Here is another, this time OXCE+ exclusive issue (maybe I should create separate threads for them?): Chryssalid's "built-in" weapon has no sprite in the status panel (viewable when mind controlled), while in vanilla OXC it does have one. Not sure why, as the corresponding resource is present and rulesets appear to be identical. All other "built-in" weapons (Celatid, Silacoid, Reaper, Zombie) have their sprites correctly displayed. See the attached screenshot and save file.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 05, 2018, 07:33:36 pm
I see. Hope it can be fixed in future vanilla and OXCE+ builds, then. Maybe file a report on the bug tracker for that one?

I have made a partial fix for OXCE+ (which had a bit more stuff in the destructor)... it's now only as bad as in OXC.

Here is another, this time OXCE+ exclusive issue (maybe I should create separate threads for them?): Chryssalid's "built-in" weapon has no sprite in the status panel (viewable when mind controlled), while in vanilla OXC it does have one. Not sure why, as the corresponding resource is present and rulesets appear to be identical. All other "built-in" weapons (Celatid, Silacoid, Reaper, Zombie) have their sprites correctly displayed. See the attached screenshot and save file.

This is a known OXCE issue... 2+ years old.
Yankes doesn't seem to be very interested in fixing it; or forgot about it.

Reason: the sprite ID = -1, which is normally a default value meaning "not set", but in this case it is unfortunately a valid index.

I'll fix it in OXCE+.
Title: Re: [OXCE+] Original discussion thread
Post by: Player701 on August 05, 2018, 07:49:23 pm
I have made a partial fix for OXCE+ (which had a bit more stuff in the destructor)... it's now only as bad as in OXC.

OK, I've filed a bug report so that OXC developers don't foget about it.
Quote
This is a known OXCE issue... 2+ years old.
Yankes doesn't seem to be very interested in fixing it; or forgot about it.

Reason: the sprite ID = -1, which is normally a default value meaning "not set", but in this case it is unfortunately a valid index.

I'll fix it in OXCE+.

I see. Thank you then :)
Title: Re: [OXCE+] Original discussion thread
Post by: Yankes on August 05, 2018, 09:10:06 pm
This is a known OXCE issue... 2+ years old.
Yankes doesn't seem to be very interested in fixing it; or forgot about it.

Reason: the sprite ID = -1, which is normally a default value meaning "not set", but in this case it is unfortunately a valid index.

I'll fix it in OXCE+.
I probably forget about this, overall then every item with `-1` will be claws? If yes then simplest way to fix this is change in `BattleItem::getBigSprite(SurfaceSet *set)` and remove `if (i != -1)` check.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 05, 2018, 09:16:38 pm
I probably forget about this, overall then every item with `-1` will be claws? If yes then simplest way to fix this is change in `BattleItem::getBigSprite(SurfaceSet *set)` and remove `if (i != -1)` check.

I will just change the default in RuleItem from -1 to -999; and the above check accordingly too.
Title: Re: [OXCE+] Original discussion thread
Post by: Yankes on August 05, 2018, 09:26:39 pm
Right, this will work too, probably no modder used `-1` for "none" in this case.
Title: Re: [OXCE+] Original discussion thread
Post by: Player701 on August 11, 2018, 05:17:49 pm
Hi again.

There seems to be a visual glitch where a hovertank's turret is incorrectly drawn behind its chassis. I remember encountering this glitch in vanilla OXC two years ago (even reported it on the bug tracker) but it doesn't seem to happen there anymore. OXCE+ is still affected, though.

Here are a couple save files to demonstrate the glitch. Press the "View Level Above" button or use the mouse wheel and you will see it. Also attaching screenshots.
Title: Re: [OXCE+] Original discussion thread
Post by: Biggieboy on August 13, 2018, 12:49:03 am
It's not very complicated... just not necessary for most people... you're probably the first person in 8 years of openxcom asking for such a feature :)
Even megamods like piratez are OK with just one translation file per language.
How would more files or even directories help you?

Im not the first :)

openxcom.org/forum/index.php/topic,2773.html

Any chance for this function?
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on August 13, 2018, 05:55:31 pm
Can someone explain how customTrainingFactor works? I change the value and it seems to do nothing.

Code: [Select]
  - type: STR_TRAINING_CENTER
    customTrainingFactor: 0.001
I've tried a variety of values from 100 to 0.001 and in all cases the soldiers train from rookie to super soldier in under 2 months. It's not just a little too fast, and I want to slow it down drastically.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 13, 2018, 08:19:54 pm
Can someone explain how customTrainingFactor works? I change the value and it seems to do nothing.

It's a global parameter: https://openxcom.org/forum/index.php/topic,4187.msg69251.html#msg69251
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on August 13, 2018, 08:50:19 pm
Excellent, thanks. It's working now.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 18, 2018, 08:17:15 pm
Im not the first :)
openxcom.org/forum/index.php/topic,2773.html
Any chance for this function?

I have no plans for such a function.

--- posts merged - onegai, Meridian-chan... ---

Hi again.

There seems to be a visual glitch where a hovertank's turret is incorrectly drawn behind its chassis. I remember encountering this glitch in vanilla OXC two years ago (even reported it on the bug tracker) but it doesn't seem to happen there anymore. OXCE+ is still affected, though.

Here are a couple save files to demonstrate the glitch. Press the "View Level Above" button or use the mouse wheel and you will see it. Also attaching screenshots.

This has been fixed less than a month ago in vanilla: https://github.com/SupSuper/OpenXcom/commit/9dbe3989ad4cf5b5655ad457a75b5b47db326698

Fix for OXCE is prepared and I will merge it once a new OXCE version comes out.

There seems to be a minor regression issue between builds 2018-07-29 and 2018-07-26. The weapon sprite in the status panel seems to disappear randomly while firing. Note that it has always done that once after clicking on the target (just before firing), but in that case everything in the panel disappears also (soldier stats, name etc.). In 2018-07-29 it seems to disappear randomly during the firing sequence, leaving only the ammo counter visible. This is most noticeable with auto shots.

The regression is most likely due to this commit: https://github.com/MeridianOXC/OpenXcom/commit/56674037f9b3071ed63b734e0d9b3f0be6c62d31
(support for OXCE hand UI animation, which I postponed for quite a while)

I'll have a look...
Title: Re: [OXCE+] Original discussion thread
Post by: Biggieboy on August 19, 2018, 10:10:14 am
I have no plans for such a function.

Ok, thank you!
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on August 19, 2018, 09:00:19 pm
There are a couple of questions.

1) Is it possible to make for the ships and the UFO "damageModifier", and for weapons of ships and UFO "damageType"?

2) In addition, I can not understand whether there is a possibility of UFO weapons to have "projectileType: 0 end 1"?
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 19, 2018, 09:11:27 pm
1/ currently not possible

2/ no, it's hardcoded to 5
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on August 19, 2018, 10:27:48 pm
I am having difficulty with toArmorPre.

Code: [Select]
  - type: STR_PLASMA_PISTOL_TERRAN_CLIP
    power: 60
    damageType: 5
    ToArmorPre: 0.5

My understanding is that the function is supposed to make damage apply to the armor regardless of whether or not it does any health damage. However in testing, no matter what value I set, I get vanilla behavior.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 19, 2018, 10:29:36 pm
I am having difficulty with toArmorPre.

Code: [Select]
  - type: STR_PLASMA_PISTOL_TERRAN_CLIP
    power: 60
    damageType: 5
    ToArmorPre: 0.5

My understanding is that the function is supposed to make damage apply to the armor regardless of whether or not it does any health damage. However in testing, no matter what value I set, I get vanilla behavior.

I believe it needs to be nested inside a parent "damageAlter" attribute or something like that... check other mods...
Title: Re: [OXCE+] Original discussion thread
Post by: Yankes on August 19, 2018, 10:32:29 pm
Exactly that Meridian said, `ToArmorPre` this is property of damage type not item.
Title: Re: [OXCE+] Original discussion thread
Post by: robin on August 19, 2018, 10:34:38 pm
How does armor damage work?
Is it reset at the end of the turn or does it persist for all the mission?
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on August 19, 2018, 10:45:17 pm
Thanks!
What is "IgnoreOverKill: false" and overkill?


@Robin: Armor damage persists for the mission. When a soldier takes damage, their armor usually decreases a bit as well. You can see this in their attributes during the mission.
Title: Re: [OXCE+] Original discussion thread
Post by: Yankes on August 19, 2018, 11:32:55 pm
@Robin: As Reaver said, armor "damage" is value that is reduce from unit armor stat, similar to morale "damage" that reduce current unit morale. As bonus this values can be negative and restore armor od morale (image blowtorch that fix armor, but as we know is not fully intelligent to fix armor still attached to person :D)

@Reaver overkill is functionality that allow to disintegrate unit when hit with powerful attack. Useful to gib zombies with nukes and dont worried by new chrysalids.
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on August 19, 2018, 11:48:42 pm
@Reaver overkill is functionality that allow to disintegrate unit when hit with powerful attack. Useful to gib zombies with nukes and dont worried by new chrysalids.
Neat. So is all of the overkill damage applied to the spawn unit?

How does unit disintegration work? Does it enable it to use a different kill animation once overkill damage reaches a certain threshold?
Title: Re: [OXCE+] Original discussion thread
Post by: Yankes on August 20, 2018, 12:12:18 am
No, new spawn unit always start with full health. Overkill make that nothing left to spawn anything, even including inventory item or corpse.

Each armor have defined threshold at with nothing is spawn and rest of damage is apply to inventory.
By default unit fade to black when overkill but you can disable this in recolor scripts and replace dying animation using other script.
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on August 20, 2018, 03:11:08 am
Is there a way to have an armor give the soldier night vision instead of a personal light source?

Also, is there a way to make the armor more or less visible to the aliens at night?

And how do I reduce the aliens' ability to see my soldiers at night? I set their armors' visibilityAtDark value lower but it didn't work, which I assume is because my soldiers are generating light.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 20, 2018, 10:42:49 am
Is there a way to have an armor give the soldier night vision instead of a personal light source?

First set your preferred global maximum range.
Vanilla has 20, piratez has 40... I would recommend 30 or less.

Then use visibilityAtDay and visibilityAtDark to set night/day vision per armor (up to global maximum).

Also, is there a way to make the armor more or less visible to the aliens at night?

"camouflageAtDark"

And how do I reduce the aliens' ability to see my soldiers at night? I set their armors' visibilityAtDark value lower but it didn't work, which I assume is because my soldiers are generating light.

Yes, if you generate light the "*Day" attributes apply.
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on August 20, 2018, 11:08:41 am
Yes, if you generate light the "*Day" attributes apply.

What do you mean? You mean to say that in the original "personalLight: 15" the soldiers had only because all the aliens saw at night just as during the day and the backlight did not matter?
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 20, 2018, 11:21:27 am
What do you mean? You mean to say that in the original "personalLight: 15" the soldiers had only because all the aliens saw at night just as during the day and the backlight did not matter?

Yes.

Btw. Original xcom and also vanilla OpenXcom don't even have "personalLight" attribute... this was introduced in OXCE.
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on August 20, 2018, 01:33:14 pm
Are you saying I have to turn off the lights on the soldiers in order to make aliens unable to see them? That would be problematic, as I would be unable to see the aliens and the map, even though my soldiers can see fine!

I think of the soldier light radius not as an actual light source they are carrying, but as their ability to see things that are close to them. It is for that reason that the aliens should ignore the light your soldiers are "generating" and use their night vision attributes as if your soldiers were not generating light.

Otherwise, there needs to be a way to see the battlescape without generating light on it, or else night vision armor does not work.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 20, 2018, 01:39:16 pm
Are you saying I have to turn off the lights on the soldiers in order to make aliens unable to see them?

Yes.

That would be problematic, as I would be unable to see the aliens and the map, even though my soldiers can see fine!

That's why we have implemented night vision mode in OXCE+ (it produces monochromatic light that doesn't illuminate... press Scroll-Lock to activate).

I think of the soldier light radius not as an actual light source they are carrying, but as their ability to see things that are close to them. It is for that reason that the aliens should ignore the light your soldiers are "generating" and use their night vision attributes as if your soldiers were not generating light.

I agree, but that's not how xcom works...

Otherwise, there needs to be a way to see the battlescape without generating light on it, or else night vision armor does not work.

Night vision mode.
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on August 20, 2018, 02:28:07 pm
I do not know why, but the Night Vision mode can be activated by holding the "space" button.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 20, 2018, 02:40:20 pm
I do not know why, but the Night Vision mode can be activated by holding the "space" button.

Yes, holding Space or pressing ScrollLock activates night vision... both are configurable in options.
Title: Re: [OXCE+] Original discussion thread
Post by: BTAxis on August 20, 2018, 04:18:09 pm
One thing that is mildly inconvenient about night vision is that, although it allows you to see either only the terrain in your units' vision range or all terrain, toggling between these modes can only be done via the options menu. Both modes have their use but switching between them is a lot of effort.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 20, 2018, 05:02:30 pm
One thing that is mildly inconvenient about night vision is that, although it allows you to see either only the terrain in your units' vision range or all terrain, toggling between these modes can only be done via the options menu. Both modes have their use but switching between them is a lot of effort.

The option to see all (discovered) terrain is not intended to be used really, terrain in vision range is the feature as designed.

I left the user option in there for testing purposes on slow machines... since it is faster when we don't have to check each tile's visibility by all units every frame.

But after more than a year, nobody complained, so I will be removing that option soon-ish.
Title: Re: [OXCE+] Original discussion thread
Post by: BTAxis on August 20, 2018, 05:17:54 pm
The option to see all (discovered) terrain is not intended to be used really, terrain in vision range is the feature as designed.

I left the user option in there for testing purposes on slow machines... since it is faster when we don't have to check each tile's visibility by all units every frame.

But after more than a year, nobody complained, so I will be removing that option soon-ish.

Alright then. The full-terrain mode can be nice because it lets you see where the trees and buildings are a bit better, which can be useful to see where you can throw things etc. Having said that I mostly just use the vision range mode.
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on August 20, 2018, 08:45:02 pm
That's why we have implemented night vision mode in OXCE+ (it produces monochromatic light that doesn't illuminate... press Scroll-Lock to activate).
That's what I needed. Thanks.

P.S.: Linking it to scroll lock is a bad idea. Of course I can change it but anyone who intends to maintain a scroll lock setting would need to change it, and I expect we're not an extreme minority.
Title: Re: [OXCE+] Original discussion thread
Post by: wolfreal on August 20, 2018, 08:59:41 pm
I use full terrain mode. And set toggle untoggle with space.

But I'm confident in the developers decisions  :)
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 22, 2018, 06:13:03 pm
New OXCE+ version is up.

2018-08-21
 - Interrupt alien missions also after successful landed UFO battle
 - Added spawning units from items (by ohartenstein): https://openxcom.org/forum/index.php/topic,6535.0.html
 - Stats for nerds -- ufos
 - Stats for nerds -- craft
 - Stats for nerds -- base facilities
2018-08-02
 - Added a ruleset option to replace fuel capacity with range calculations in craft pedia articles
 - Change: Transformations cannot fully heal wounded soldiers now
 - No LOF obstacle indicator (by volutar)

Download: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10b-d55025bd8-2018-08-23-win32.7z
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 23, 2018, 02:39:00 pm
New OXCE+ version is up.

2018-08-23
 - Fixed a critical bug in no LOF indicator
 - Added "Show only not awarded yet" button to Commendations Ufopedia

Download: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10b-d55025bd8-2018-08-23-win32.7z
Title: Re: [OXCE+] Original discussion thread
Post by: LouisdeFuines on August 23, 2018, 05:48:44 pm
2018-08-21
 - Interrupt alien missions also after successful landed UFO battle

Is this automatically active or is this again a choice for modders?
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 23, 2018, 06:24:16 pm
Is this automatically active or is this again a choice for modders?

Choice for modders... like everything that has impact on game mechanics.
Title: Re: [OXCE+] Original discussion thread
Post by: vetzki on August 24, 2018, 07:08:37 pm
Hello, I'm new to the forum (but playing openxcom quite some time) and start already with an (minor) issue (tried to add one to github but issues seems disabled?):

middle mouse button scrolling is not working for me if I use "on-button scrolling" (maybe an libinput issue https://wayland.freedesktop.org/libinput/doc/latest/scrolling.html#on-button-scrolling)

not working
Code: [Select]
mv@mv-pc:~$ xinput list-props "Logitech USB Optical Mouse"
Device 'Logitech USB Optical Mouse':
...
        libinput Scroll Methods Available (284):        0, 0, 1
        libinput Scroll Method Enabled (285):   0, 0, 1
        libinput Scroll Method Enabled Default (286):   0, 0, 1
...


working:
Code: [Select]
mv@mv-pc:~$ xinput list-props "Logitech USB Optical Mouse"
Device 'Logitech USB Optical Mouse':
...
        libinput Scroll Methods Available (284):        0, 0, 1
        libinput Scroll Method Enabled (285):   0, 0, 0
        libinput Scroll Method Enabled Default (286):   0, 0, 1
...

maybe there's a way to fix this? (except from disabling button scrolling)

best regards,
Title: Re: [OXCE+] Original discussion thread
Post by: robin on August 24, 2018, 07:47:09 pm
Is there an option to hide-disable the  ufopaedia "INFO" button for items?
(If I understand correctly it is the "stats for nerds" thing).
Title: Re: [OXCE+] Original discussion thread
Post by: wolfreal on August 24, 2018, 09:08:51 pm
Is there an option to hide-disable the  ufopaedia "INFO" button for items?
(If I understand correctly it is the "stats for nerds" thing).

I think it is not an option... And I protest against such a thing. Why to add an option to see information from the items (that is for some people who want to look under the hood, I know), and then add an option to hide it?.
Title: Re: [OXCE+] Original discussion thread
Post by: robin on August 24, 2018, 10:03:23 pm
I think it is not an option... And I protest against such a thing. Why to add an option to see information from the items (that is for some people who want to look under the hood, I know), and then add an option to hide it?.
Well, if you really want to see the details you can anytime by opening the .rul file with a text editor.  :P
Alright, it's not really a problem.
Title: Re: [OXCE+] Original discussion thread
Post by: Ethereal on August 24, 2018, 10:15:36 pm
Well, if you really want to see the details you can anytime by opening the .rul file with a text editor.  :P
Alright, it's not really a problem.

What it prevented you, would like to know?
I, for example, look forward to further development of this option. For armored vehicles, craft weapons, in short for everything that has properties. It's better than peeking at the rules files all the time. In addition, we, the modders, can understand the control files, and ordinary players will not understand anything there. Or is it to stimulate players to explore game resources? :D
Title: Re: [OXCE+] Original discussion thread
Post by: robin on August 24, 2018, 11:28:20 pm
What it prevented you, would like to know?
Nothing really. For my mod I though I'd prefer to not have that (just like the vanilla game), so I looked for an option; I don't really mind if there isn't.
Title: Re: [OXCE+] Original discussion thread
Post by: robin on August 26, 2018, 06:23:55 pm
The TFTD damage formula is not an advanced option anymore but it is a mod now, right?
Title: Re: [OXCE+] Original discussion thread
Post by: ohartenstein23 on August 26, 2018, 06:36:11 pm
Yes, it is an OXC mod included in the "standard" folder:
Code: [Select]
# increase the damage range to 50%-150%
constants:
  - damageRange: 50

OXCE(+) also adds an option to allow you to define the RNG for weapon damage on a per-item basis:
Code: [Select]
items:
  - type: STR_WEAPON_WITH_TFTD_DAMAGE
    damageAlter:
      RandomType: 2#how roll damage range.
      # 0-> default behavior based on damage type
      # 1-> UFO [0% - 200%]
      # 2-> TFTD [50% - 150%]
      # 3-> Flat  [100% - 100%]
      # 4-> Rng(5,10)
      # 5-> 0
      # 6-> Two dices [0% - 100%] + [0% - 100%]
      # 7-> (OXCE+ only) [50% - 200%]
Title: Re: [OXCE+] Original discussion thread
Post by: robin on August 26, 2018, 06:42:52 pm
Thanks.
(I knew about the RandomType option, in fact I use it somewhere :P)
Title: Re: [OXCE+] Original discussion thread
Post by: ohartenstein23 on August 26, 2018, 07:20:47 pm
Thanks.
(I knew about the RandomType option, in fact I use it somewhere :P)

Ah, okay.  As a note here, the interaction between these two options is that RandomType: 0 as a default means use the damage range in constants, otherwise it's an override to that RNG.
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on August 29, 2018, 10:07:58 am
Hi.
Two small questions:
First: What does "IgnoreDirection: true"? A damage is applied to some specific side or bodypart?

How to create a weapon with limited charges, which will be recharged at base (each time, no matter how many charges was used)? Is it "isConsumable: false"? (Of course i have added "clipSize" to the weapon description.)
Thanks.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 29, 2018, 10:45:44 am
Hi.
Two small questions:
First: What does "IgnoreDirection: true"? A damage is applied to some specific side or bodypart?

It turns off the calculation of where the unit was hit and just uses FRONT/TORSO.
Used in vanilla for smoke and fire.

How to create a weapon with limited charges, which will be recharged at base (each time, no matter how many charges was used)? Is it "isConsumable: false"? (Of course i have added "clipSize" to the weapon description.)
Thanks.

This is not possible as far as I know.

If you would be OK with just a melee-range weapon with 100% hit chance... you can override a medikit-type weapon to behave this way.
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on August 29, 2018, 11:04:12 am
Thanks.
This is not possible as far as I know.
So, if any ranged weapon has limited uses per battle, it will be spent at a time?
Sad. Looks like i will do very-slow-to-use weapon to limit its effectiveness.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 29, 2018, 11:16:22 am
Thanks.So, if any ranged weapon has limited uses per battle, it will be spent at a time?
Sad. Looks like i will do very-slow-to-use weapon to limit its effectiveness.

Or you could just give it ammo as normal... and make the reload time 999 TUs, so that it cannot be reloaded during the battle.
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on August 29, 2018, 11:47:46 am
Or you could just give it ammo as normal... and make the reload time 999 TUs, so that it cannot be reloaded during the battle.
Interesting idea. But point was - create rare item.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 29, 2018, 11:53:30 am
Interesting idea. But point was - create rare item.

I don't see anything about "rare item" in the original question.

Anyway, you can make the weapon item rare by any already available means... I was talking only about ammo item (which doesn't need to be rare... you even wanted to reload automatically in the base, so it's the opposite of rare).
Title: Re: [OXCE+] Original discussion thread
Post by: ohartenstein23 on August 29, 2018, 02:07:40 pm
You can make the weapon a built-in item on an armor with just one clip, then you get the ammo back every new battle.
Title: Re: [OXCE+] Original discussion thread
Post by: Nord on August 29, 2018, 06:29:08 pm
Thanks for ideas. I need to decide which one to use now. :-)
Title: Re: [OXCE+] Original discussion thread
Post by: robin on August 29, 2018, 10:05:58 pm
Or you could just give it ammo as normal... and make the reload time 999 TUs, so that it cannot be reloaded during the battle.
IMO this is the best option if you want to make a non-expendable firearm with numbered uses.
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on August 30, 2018, 11:52:23 am
How do I put aircraft and personnel into item categories?

I did this:
Code: [Select]
itemCategories:
  - type: STR_CAT_AIRCRAFT
crafts:
  - type: STR_INTERCEPTOR
    categories: [STR_CAT_AIRCRAFT]
And that didn't work.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on August 30, 2018, 01:49:29 pm
Craft and personnel are not items, thus cannot be put into item categories.
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on August 30, 2018, 02:24:59 pm
I just want them to show up in the dropdown menu in the purchase and sell screen. They show when using the default categories. How do I make them show with custom categories?
Title: Re: [OXCE+] Original discussion thread
Post by: Ridаn on September 02, 2018, 02:19:34 pm
Can we please have "by Armour" sorting in craft Crew menu, with armor text string being displayed next to unit name?
Alternatively allow to move people up/down the unit order in craft Armor menu, even when filtered by "Original Order".

I have to sort people in Armor menu before every sortie, just for "up/down" buttons to appear. And that sorting, no matter the filter, messes up the unit order, and I have to rearrange it back every single time, to make sure every unit spawns in appropriate place (power armour up front, snipers next to a hatch etc).
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on September 02, 2018, 04:34:08 pm
Can we please have "by Armour" sorting in craft Crew menu, with armor text string being displayed next to unit name?

Maybe.

Alternatively allow to move people up/down the unit order in craft Armor menu, even when filtered by "Original Order".

I have to sort people in Armor menu before every sortie, just for "up/down" buttons to appear. And that sorting, no matter the filter, messes up the unit order, and I have to rearrange it back every single time, to make sure every unit spawns in appropriate place (power armour up front, snipers next to a hatch etc).

You can hold CTRL when sorting, which will just display the attribute and manual sorting arrows without changing the sorting automatically.
Title: Re: [OXCE+] Original discussion thread
Post by: Ridаn on September 02, 2018, 05:01:59 pm
You can hold CTRL when sorting, which will just display the attribute and manual sorting arrows without changing the sorting automatically.
Thank you, thats exactly what I was looking for.

Now I wish there was an universal hotkey, like "?", that will bring up a specific "Hotkey List" for currently selected interface screen (be it Base, Craft, Ufopedia etc), which would then list all the applicable shortcuts for that specific screen. But thats too much busywork I guess.
Title: Re: [OXCE+] Original discussion thread
Post by: 5taras on September 03, 2018, 02:12:50 am
Hello.
Download link for Linux version of oxce+ is not working seemingly.
Title: Re: [OXCE+] Original discussion thread
Post by: vetzki on September 03, 2018, 10:37:10 am
try
git clone https://github.com/MeridianOXC/OpenXcom -b oxce3.5-plus-proto
after cloning:
cd OpenXcom
mkdir build
cd build
cmake ..
ccmake ..  # adjust options
make # -jcpus
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on September 03, 2018, 04:06:22 pm
Balance suggestion:

There is a feature which makes weapon reload time dependent on which slot the ammo is being pulled from, but it's unbalanced. The vanilla TU cost to reload is 15, but in OXCE+ it is 15+X where X is the TU cost to move the ammo to the weapon hand. It's anywhere from 3-8 TUs usually, thus the final TU cost is like 18-23, much higher than the original 15. If the base value was changed to 10, then the final value would be more like 13-18, closer to the original 15 and thus not affecting the balance much.

I changed the weapons in my mod to use 10 TUs as the base value, but I think you should consider changing the default to 10. Having it at 15 disrupted the balance of one of my weapons which relied on a cheap reload time to be able to fire 3 times in one turn. In OXCE+ initially it could only fire twice per turn.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on September 03, 2018, 04:21:39 pm
In general, I understand and almost agree.

In practice:
- needs to happen in OXCE, we don't want a difference between OXCE and OXCE+
- megamods like piratez have already done the tedious work of changing/balancing this for every weapon... I don't want to make them do it again...
Title: Re: [OXCE+] Original discussion thread
Post by: 5taras on September 03, 2018, 05:35:19 pm
I mean that link for OXCE+ is not working.
 https://lxnt.wtf/oxem/#/ExtendedPlus
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on September 03, 2018, 06:13:24 pm
I mean that link for OXCE+ is not working.
 https://lxnt.wtf/oxem/#/ExtendedPlus

I have reported it to Stoddard, without reply yet.
I have no control over that website... we'll just have to wait a little.
Title: Re: [OXCE+] Original discussion thread
Post by: Yankes on September 03, 2018, 08:13:02 pm
Balance suggestion:

There is a feature which makes weapon reload time dependent on which slot the ammo is being pulled from, but it's unbalanced. The vanilla TU cost to reload is 15, but in OXCE+ it is 15+X where X is the TU cost to move the ammo to the weapon hand. It's anywhere from 3-8 TUs usually, thus the final TU cost is like 18-23, much higher than the original 15. If the base value was changed to 10, then the final value would be more like 13-18, closer to the original 15 and thus not affecting the balance much.

I changed the weapons in my mod to use 10 TUs as the base value, but I think you should consider changing the default to 10. Having it at 15 disrupted the balance of one of my weapons which relied on a cheap reload time to be able to fire 3 times in one turn. In OXCE+ initially it could only fire twice per turn.
Yes this is change from vanilla but is really that big?
a) most normal weapons from ufo need couple of turns of shooting before next reload.
b) this have bigger "game play" depth because is difference between QS slot and backpack, this mean placemen of ammo matters, keep it in hand and you will pay 0 extra. If you can't, use slot that is fastest, this will give on avenge total cost of 18 not 23.
c) not all solder could shoot 3 times and reload with original reload cost and other can even with bigger cost.
d) As Meridian said most big mods are already balanced around this cost, or if not then its mean this change do not affect balance.
e) You can change this cost per item if it matters.
Title: Re: [OXCE+] Original discussion thread
Post by: 5taras on September 03, 2018, 10:31:53 pm
I have reported it to Stoddard, without reply yet.
I have no control over that website... we'll just have to wait a little.
Where can I download ready version of OXCE+ then for linux?
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on September 03, 2018, 10:36:41 pm
Where can I download ready version of OXCE+ then for linux?

At the moment... nowhere.
Title: Re: [OXCE+] Original discussion thread
Post by: Alex_D on September 04, 2018, 10:47:36 am
(long time hiatus, re-playing Piratez, greatly surprised by all the good changes in the mod and the base OXCE+ program).
Since it's a feature of OXCE+, this thread may be the right place to ask this question:
Is it possible when doing transfers between bases to filter and show only the items already at the destination ? Like it's Program dependent or mod dependent ?
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on September 04, 2018, 11:11:26 am
Is it possible when doing transfers between bases to filter and show only the items already at the destination ? Like it's Program dependent or mod dependent ?

It's program dependent.
Title: Re: [OXCE+] Original discussion thread
Post by: Alex_D on September 04, 2018, 09:34:19 pm
It's program dependent.

How worthy is the feature to be included in the to-do list of updates for OXCE+ ?
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on September 05, 2018, 12:23:35 am
How worthy is the feature to be included in the to-do list of updates for OXCE+ ?

I like how careful your question is :)

I've put it on the todolist... if there is a "non-disturbing" way to sneak it into the existing GUI, I'll try...
... one more question though... can you describe in which situations would this feature be useful to you? So that I have an idea how it will be used...
Title: Re: [OXCE+] Original discussion thread
Post by: Alex_D on September 05, 2018, 12:56:03 am
I like how careful your question is :)

I've put it on the todolist... if there is a "non-disturbing" way to sneak it into the existing GUI, I'll try...
... one more question though... can you describe in which situations would this feature be useful to you? So that I have an idea how it will be used...

My day-time job deals a lot with "minefield" questions, so it came "naturally" at the time of posting (yes, I'm at work ATM).  :)

As per situations. I'm playing Piratez at the moment and my interaction comes from OXCE+ and the mod. I see a pull down menu on the top left that allows the filtering of items based on all sort of categories.  I see also pull down menus on the craft inventory screen, like the one that says "equipped", where one can "top-off" items as needed. A similar feature may come useful for bases.

My intended use is for example, if I have assigned certain satellite bases to store each different class of items, like one base for craft parts, another for raw materials, another for surplus weapons, etc. Then after a mission where my local storage is overflow, or any other time, I can dispatch the excess to each of the corresponding bases. The ability to filter and show only items existing at the destination (from the pull down menu, for example), would come very handy.

I guess this may not be an issue for other mods, but for Piratez and its hundreds of different items, this would easy the pain a bit  :)
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on September 07, 2018, 11:43:58 pm
New OXCE+ version is up.

2018-09-07
 - Merged OXCE 4.0 (2018-08-24)
 - Merged latest OXC 1.0 (2018-09-06)

New OXC ruleset:
 - RuleSoldier: "value"
 - RuleUfo: "markerLand", "markerCrash"
 - RuleMissionScript: "targetBaseOdds" now works also for mission sites

New OXCE ruleset:
 - RuleSoldier: "requiresBuyBaseFunc"
 - RuleCraft: "requiresBuyBaseFunc"
 - RuleItem: "requiresBuyBaseFunc"
 - RuleItem: "confXXX"->"arcing"

EDIT: Download: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended-4.0-f2005ae8a-2018-09-15-win32.7z

This version needs testing, if you have time and courage, please help...
Title: Re: [OXCE+] Original discussion thread
Post by: LouisdeFuines on September 08, 2018, 01:31:25 am
After having done the upgrade to V4.0, the order of all my research subjects has changed.
The decrypted discs, pillow books aren`t now anymore down the list, but more in the middle.

It is now a little bit confusing.

Researchable living people are now mixed with items in the research list.
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on September 08, 2018, 04:00:26 am
I'm getting a problem in which upon starting a new game, I can immediately manufacture many things that I should not yet or never should be able to manufacture. I don't think this was happening until I installed 4.0, and I don't see anything in my mod that would be causing it.

Mods: my mod only


P.S.: Does 4.0 include the feature to make chryssalids have a chance to fail based on armor?
Title: Re: [OXCE+] Original discussion thread
Post by: Yankes on September 08, 2018, 04:11:55 am
P.S.: Does 4.0 include the feature to make chryssalids have a chance to fail based on armor?
fail doing what? zombify enemy? If yes then yes, script can alter success chance of zombification.
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on September 08, 2018, 05:08:34 am
fail doing what? zombify enemy? If yes then yes, script can alter success chance of zombification.
Excellent! How do I use it? I want to make armor suits cause the soldier to resist zombification just as they resist melee damage.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on September 08, 2018, 07:51:40 am
I'm getting a problem in which upon starting a new game, I can immediately manufacture many things that I should not yet or never should be able to manufacture. I don't think this was happening until I installed 4.0, and I don't see anything in my mod that would be causing it.

The game now checks, if research topics exist on many places... and if not, either crashes on start or writes errors in the log file and skips non-existing research... please check the log file.

After having done the upgrade to V4.0, the order of all my research subjects has changed.
The decrypted discs, pillow books aren`t now anymore down the list, but more in the middle.

It is now a little bit confusing.

Researchable living people are now mixed with items in the research list.

Thanks.
Reported to Yankes.
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on September 08, 2018, 08:54:12 am
The game now checks, if research topics exist on many places... and if not, either crashes on start or writes errors in the log file and skips non-existing research... please check the log file.
That explains it, but it causes major problems for my mod. I have a lot of items that require a research project that doesn't exist. If it did exist, you could access the items in random battles. Previously, the only way to lock items out of random battles was to assign them a research project that didn't exist. Now, there is no way to do it.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on September 08, 2018, 09:14:58 am
That explains it, but it causes major problems for my mod. I have a lot of items that require a research project that doesn't exist. If it did exist, you could access the items in random battles. Previously, the only way to lock items out of random battles was to assign them a research project that didn't exist. Now, there is no way to do it.

By random battles you mean "New Battle" mode? There, you should have access to all items... by design.

Anyway, the correct way to protect research/manufacturing/items you don't want to give direct access to is to protect them by a dummy research that is unobtainable (e.g. by requiring item that cannot be obtained in the game).

Example from piratez:

Code: [Select]
research:
  - name: STR_UNAVAILABLE
    cost: 0
    needItem: true
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on September 08, 2018, 11:19:13 am
Sure, I can do that but it doesn't work in new battle mode, because there it automatically researches everything. I can't see how many points the mission gives because none of the alien artifacts are counted for points once researched.

Speaking of which, is there an alternate way to bypass that? I want all alien artifacts to continue yielding points even if they have been researched.
Title: Re: [OXCE+] Original discussion thread
Post by: Yankes on September 08, 2018, 05:01:25 pm
I moved check for correct research because game waste lot of time to check every time if research exists. Another this was that you need run game and do lot of things to check if all your rules are correct and reference correctly each other.
Because of this I stared adding code that link all data after all mods are loaded, thanks to that game code is simpler and modder can start game only to verify if his mod is defined correctly.
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on September 08, 2018, 08:23:57 pm
I moved check for correct research because game waste lot of time to check every time if research exists. Another this was that you need run game and do lot of things to check if all your rules are correct and reference correctly each other.
Because of this I stared adding code that link all data after all mods are loaded, thanks to that game code is simpler and modder can start game only to verify if his mod is defined correctly.

Thank you.

I think it's great if the game is willing to go to all that trouble because it can help the modder discover errors, as long as it doesn't have to waste time checking. Or if it were a separate tool that the modder could use electively, then you could make it as thorough as you want.

But if a code error doesn't necessarily cause problems, then I think in most cases it's best to make the game allow it. You never know when someone will intentionally use the code error for their mod. Sometimes it ends up being a feature after all.
Title: Re: [OXCE+] Original discussion thread
Post by: Yankes on September 08, 2018, 09:16:39 pm
Thank you.

I think it's great if the game is willing to go to all that trouble because it can help the modder discover errors, as long as it doesn't have to waste time checking. Or if it were a separate tool that the modder could use electively, then you could make it as thorough as you want.

But if a code error doesn't necessarily cause problems, then I think in most cases it's best to make the game allow it. You never know when someone will intentionally use the code error for their mod. Sometimes it ends up being a feature after all.
First of all why I did is was to simplify engine (and speed it up). Check for modders was a free bonus.
Old version us text to find references when needed (and doing this need look through every object of that type). Now one object have direct access to another (in some extreme cases it could be 1000 times faster) and because of that I can't disable "checks" it only thing I can is throw error or ignore completely that both will not work in your case.

Overall doing things like this is not wise because you really on things that are not expected by programmers and not supported. This worked only because it was "passive" list, when it become active (like I did) your mod will stop working. Other times its bug that will be fix in next version. In C++ something like that is named Undefined Behavior :>
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on September 08, 2018, 09:34:39 pm
Yeah, don't hack... ask for a feature instead.
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on September 09, 2018, 11:53:40 pm
Yeah, don't hack... ask for a feature instead.

It doesn't seem like hacking to me. I don't see why I should be forced to make research projects for everything that requires one. If the player never encounters the research project, they simply are never able to use the item.

If it were a case of A calls for B then it would be problematic because once A were called, B would fail and the game would crash. But it's not. It's a case of A needs B. Since A never has B, A is permanently off. That's not hacking, it's basic programming.

To give another example:
If you have a suit of armor that exists only to make a UFOPedia article, it might not have a spritesheet that corresponds to it, and it also does not call one. If you tried to wear the armor onto the battlefield, it would attempt to call a spritesheet and fail, and the game would crash. But if you never wear it (because it's not available to the player) then it only ever has its inventory sprite called. Thus it's fine if the armor has no spritesheet as long as it doesn't call for one.

Now say you have an armor suit that has a spritesheet listed, but it doesn't link to anything in extraSprites, or the file isn't found. That would be a case where the game should alert the player to it at start, because the armor is already calling the spritesheet and failing to find it.


You COULD make all armors require a spritesheet, inventory sprite, and a corpse, but then you'd break every mod that has unusable armors that don't have those.

- - - - -
So, can I have a way to make alien artifacts yield points on recovery even if they have been researched?
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on September 10, 2018, 12:03:32 am
I don't know if you're a programmer... but that's far from basic programming.
In best case, it's neglecting of proper checking of user input.
In worst case, blatant disrespect for common sense.

Yes, you can have such option... do you want this also in the real game or only in the "New Battle" mode?
Title: Re: [OXCE+] Original discussion thread
Post by: The Reaver of Darkness on September 10, 2018, 12:15:19 am
do you want this also in the real game or only in the "New Battle" mode?
Both, most importantly in the main game. But I do want the ability to deliver the "New Battle" experience the way I want others to receive it. I don't like not being able to enforce something in that mode just because of its default settings.

P.S.: I am not a programmer.
Title: Re: [OXCE+] Original discussion thread
Post by: DaveQB on September 14, 2018, 10:25:59 am
Just registered to say my thanks for the Android version. I tried an older version long ago but my phone wasn't much back then, and now that I got a new one and a stylus I couldn't but check again - I was confused at first because I didn't even know that OpenXcom website had changed domain a while ago. Great to see a new mod portal, too.

What I find most impressive, as the result of all the years of cumulative work since the first OXC release, is that all the improvements (like the indicators of how many Time Units will be left after moving to a certain tile) are so well integrated, they feel like they were always there.

I'd love to see a feature that allows to scale the Battlescape and the UI differently but, from a quick search, the idea has been considered loooong ago already but it was stated as very difficult to implement.
Title: Re: Old OXCE+ discussion thread
Post by: Meridian on September 17, 2018, 05:30:16 pm
This thread has been locked, please use the new thread: https://openxcom.org/forum/index.php/topic,6586.0.html
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on October 31, 2019, 12:12:32 pm
Is it possible to personalize the inv layout for a specific armor?
For the belt I thought about defining the "full big belt" (2*4) as default, and then "black out" the two bottom-left slots for all the other armors; problem would be that I don't know how to place the "null item" on the specific slots I want to forbid (the backpack null item fills the entire space so no precise placing is involved).
(Nothing really vital though, I'm still ok with just the disabled backpack).

You can now put the "null item" on a specific position within an inventory slot.

Code: [Select]
items:
  - type: STR_NULL_ITEM
    defaultInventorySlot: STR_BELT
    defaultInvSlotX: 3
    defaultInvSlotY: 1
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on March 06, 2021, 01:20:42 pm
v2016-01-01
  + added possibility to re-order bases

This functionality was changed and simplified.

It's still triggered by a R-click, but instead of swapping the selected base with the first base, it just moves the selected base one position to the left.
The confirmation dialog was removed.
Title: Re: [OXCE+] Original discussion thread
Post by: Meridian on December 19, 2021, 08:34:20 pm
2017-03-06
 - Completed research can spawn an item (only direct research! indirect research gives nothing)

Indirect research (getOneFree) can now spawn items too.

You can spawn more than one item of the same type (`spawnedItem`), using attribute `spawnedItemCount`. E.g. `spawnedItemCount: 42`

You can spawn more items of different types, using attribute `spawnedItemList`. E.g. `spawnedItemList: [STR_ITEM1, STR_ITEM2, STR_ITEM3]`.