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Author Topic: [OLD] Old OXCE+ discussion thread  (Read 855139 times)

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #975 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.

Offline Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #976 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`.

Offline Stoddard

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Re: Meridian's resources and mods for X-PirateZ
« Reply #977 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 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.
« Last Edit: December 10, 2016, 09:16:33 am by Stoddard »

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #978 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 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.
« Last Edit: December 10, 2016, 11:48:51 am by Meridian »

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #979 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

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #980 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?
« Last Edit: December 13, 2016, 08:52:26 pm by Meridian »

Offline ohartenstein23

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Re: Meridian's resources and mods for X-PirateZ
« Reply #981 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
« Last Edit: December 15, 2016, 06:20:55 pm by ohartenstein23 »

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #982 on: December 15, 2016, 07:38:17 pm »
FYI: I don't get any CTD.

Offline clownagent

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Re: Meridian's resources and mods for X-PirateZ
« Reply #983 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]

 

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #984 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" :)

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #985 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."

Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #986 on: December 18, 2016, 04:01:05 pm »
It looks really good!

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #987 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
« Last Edit: December 18, 2016, 09:59:38 pm by Meridian »

Offline clownagent

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Re: Meridian's resources and mods for X-PirateZ
« Reply #988 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.

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #989 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...
« Last Edit: December 18, 2016, 09:43:42 pm by Meridian »