aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Meridian

Pages: [1] 2 3 ... 576
1
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: April 22, 2024, 02:54:30 pm »
I have already implemented this (I used two functions, the spawn of a civilian faction on the xcom base and the spawn command in the ufos and facilities files which allows you to spawn any unit or item at any point in the location), my base is also protected by scientists, engineers and other working personnel, all those who did not have time to evacuate from the base (I created them in the form of a faction of civilians, created spawn points for them, gave them individual weapons to each type of unit in their hands (scientists with one weapon, engineers with others), now there are brave defenders at the base without body armor).

No offense, but I don't see how you could implement it.

My guess is that you just spawned some random units, regardless of how many scientists/engineers there are in the base.

In which case, you completely missed my point.

2
OXCE Bugs from OXC / Re: Turn with zero cost by cancelling a move
« on: April 22, 2024, 11:17:38 am »
I can fix this by removing the "cancel movement" feature... but I guess you will not like that.

PS: the turning cost is really zero while moving, so I can't change that

3
Help / Re: Palette converter?
« on: April 21, 2024, 08:01:08 pm »
I don't understand the question.
There is no such thing as a "modern palette".
All palettes are "old".
"Modern" images don't use palettes.

1/ If you are looking for UFO palettes in a format that can be loaded into photoshop or other programs, you can find them in the OXCE distribution directly.

For example ACT format palettes (for Photoshop) are in /common/Palettes/UFO-ACT-SAFE/*.act  for example PAL_GEOSCAPE_SAFE.act

2/ If you want to know raw RGB codes, you can read them as plain text in the JASC format files...

... they are in /common/Palettes/UFO-JASC/*.pal  for example PAL_GEOSCAPE.pal

The file contains 259 rows, the first 3 rows is the header and the next 256 rows are the color RGB codes

4
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 21, 2024, 07:33:03 pm »
No, this is definitely not how it works. Not in original game, not in this mod, not in any other mod I tried.

Why are you telling the mod author how his mod works?

Nord has written a script specifically for this mod (and told you how it works).

It doesn't work like the original game and it doesn't work like any other mod... because it was modded.

5
OXCE Bugs / Re: Zigzag?
« on: April 21, 2024, 04:29:37 pm »
That would be nice, but is it worth the time?

I cannot think of anyone (except for you of course) who has ever asked for such a feature.

For me personally it makes no sense (same as for Delian), but if there are enough votes from other players, it can be considered.

6
Not a bug.

It works as intended (and as documented).

Please open a suggestion, if a new functionality is desired.

7
OXCE Bugs / Re: Zigzag?
« on: April 21, 2024, 02:42:06 pm »
I did not change anything in the pathfinding.

The unit found the shortest path before and will find the shortest path also today and in the future.

8
OXC/OXCE don't support addCraft command in multi-stage missions (in stage 2+) at all.

I.e. it's not a bug.

Please open a thread under Suggestions, if this feature is desired.

9
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: April 21, 2024, 01:58:13 pm »
Tell me how it would be more convenient for you to view my ideas (which I suggest adding to the game from time to time)

I prefer 1 suggestion = 1 thread.

Detailed info here: https://openxcom.org/forum/index.php?topic=11631.0


Disclaimers:
- suggestion is just a suggestion... I am not obliged to implement it, or to even answer
- before suggesting, read about the goals and scope of OXCE here https://openxcom.org/forum/index.php?topic=5251.0 and here https://openxcom.org/forum/index.php?topic=6498.0 ; it might save you a lot of effort suggesting something that has no chance of being accepted

10
OXCE Bugs / Re: Zigzag?
« on: April 20, 2024, 11:57:53 am »
I've added option to configure movement cost calculation rounding.

Code: [Select]
constants:
  extendedMovementCostRounding: 2   # 0 = OXCE Floor (default), 1 = OXCE Round (0.5 up), 2 = OXCE Round (0.5 down)

Since oxce 7.6 option 2 was the default (and indirectly caused the zigzag), since oxce 7.12.6 option 0 will be the default.

Option 0 is closer to OpenXcom rounding (but not perfect), you can see the difference in the attached picture.

For modders who plan to use custom movement costs (global or per armor or scripted), I don't recommend using option 0... I recommend switching to option 1 or 2.

11
Help / Re: globe areas ?
« on: April 18, 2024, 12:01:24 am »
regions have zones
zones have areas

12
OXCE Suggestions NEW / Re: [Suggestion] Global UFOPedia search
« on: April 15, 2024, 06:41:06 pm »
Thank you in advance.

I don't know how to implement this.

You don't see any topics on that screen, there is nothing to search for and nothing to display.

13
That's a normal feature of the OG game, not a bug.

14
Brutal AI / Re: "Realistic accuracy and cover system" option
« on: April 13, 2024, 03:20:22 pm »
For your example, rather obvious, there is a way - to fix my code and make that change optional. And I'll do that in nearest time.

There are really dozens of changes which can't be made optional, or can but with too much overhead (like making second versions for several big complex functions). I'm totally agree with that. Those changes include fixes which you personally rejected and called those "feature not a bug". Apart from them, there are changes which are needed for RA to work, and that classic code was changed.

To me, it's much more important those "changes of core mechanics" should be little or no observable from player's perspective, and when I get complains that game plays differently from OXCE I personally consider that as bug. And yes, there are unfixed bugs now. The main issue is my real life drive my attention from OXC development for quite a long time.

I agree with everything you said.

I'm not trying to go on a witch hunt here or anything like that.
You (and everybody else) are free to make any modifications you like.
What's a feature to me is a bug to you and vice versa... that's absolutely normal.

All I want is that people stop calling BAI 100% compatible with OXCE... that is really making me depressed and frustrated... because no matter how I look at it, it is NOT compatible with OXCE, not by any measure I can think of.

15
OXCE Bugs / Re: Zigzag?
« on: April 13, 2024, 03:10:46 pm »
I can confirm the behavior is different than in previous OXCE versions.
(happened between v7.5 and v7.6 two years ago)

Culprits:
https://github.com/MeridianOXC/OpenXcom/commit/c9a922fbc41e13c8103a896220ecdec07e67ae21
and
https://github.com/MeridianOXC/OpenXcom/commit/c08325b26b54f87d0c4a026b3e9b252ee7419c61

They can't be just reverted, because other things would break.

Yankes and I will try to find a good solution soon-ish.

Pages: [1] 2 3 ... 576