aliens

Author Topic: [OLD] Old OXCE+ discussion thread  (Read 736710 times)

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8628
    • View Profile

Offline BlackStaff

  • Colonel
  • ****
  • Posts: 336
    • View Profile
Re: [OXCE+] Original discussion thread
« Reply #1516 on: June 20, 2018, 02:51:15 pm »
Hotfix work fine ! Tks !  :)

Offline Ethereal

  • Commander
  • *****
  • Posts: 628
    • View Profile
Re: [OXCE+] Original discussion thread
« Reply #1517 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.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8628
    • View Profile
Re: [OXCE+] Original discussion thread
« Reply #1518 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?
« Last Edit: June 21, 2018, 10:58:21 am by Meridian »

Offline Ethereal

  • Commander
  • *****
  • Posts: 628
    • View Profile
Re: [OXCE+] Original discussion thread
« Reply #1519 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!

Offline Player701

  • Sergeant
  • **
  • Posts: 40
    • View Profile
Re: [OXCE+] Original discussion thread
« Reply #1520 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, 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.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8628
    • View Profile
Re: [OXCE+] Original discussion thread
« Reply #1521 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?

Offline Yataka Shimaoka

  • Colonel
  • ****
  • Posts: 284
  • I'm the trouble maker
    • View Profile
Re: [OXCE+] Original discussion thread
« Reply #1522 on: June 26, 2018, 01:32:05 pm »
If I may ask, does the wall looks like it has lines at the side?

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1931
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [OXCE+] Original discussion thread
« Reply #1523 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

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8628
    • View Profile
Re: [OXCE+] Original discussion thread
« Reply #1524 on: June 26, 2018, 02:20:55 pm »
So what's different?
Vanilla also does 50% damage to terrain, no?

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1931
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [OXCE+] Original discussion thread
« Reply #1525 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.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8628
    • View Profile
Re: [OXCE+] Original discussion thread
« Reply #1526 on: June 26, 2018, 02:26:57 pm »
OK, that's a pretty clear bug for me then... I'll report to Yankes.

Offline TheDeparted

  • Sergeant
  • **
  • Posts: 33
    • View Profile
Re: [OXCE+] Original discussion thread
« Reply #1527 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.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8628
    • View Profile
Re: [OXCE+] Original discussion thread
« Reply #1528 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.

Offline Ethereal

  • Commander
  • *****
  • Posts: 628
    • View Profile
Re: [OXCE+] Original discussion thread
« Reply #1529 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?