aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 612728 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #810 on: May 18, 2021, 10:10:16 pm »
It looks like the Android port of OXCE uses SDL_Mixer2 - any chance of that change being back-ported to the pc version (And ideally backported all the way to vanilla OpenXCom)?

Yes, and there is a branch in the OpenXcom repository too if you want to test it: https://github.com/OpenXcom/OpenXcom/tree/sdl2

It compiles and runs in the basic mode.
But OpenGL rendering doesn't work.

Anyway, the plan is to migrate to SDL2 after OpenXcom 2.0 is released... which may be next month, next year, or also never. Only time will tell.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #811 on: June 15, 2021, 03:10:22 pm »
Stupid question: where I can get old source code to build myself? Getting crashes in Arch Linux and Windows too now. It might be mod related (TWoTS) but I'm not sure, so I need old source codes for it to rebuild and test before posting unverified info here. As far as I know (correct my stupidity again) git has latest version now, but how to get old (interested in 6.9)?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #812 on: June 15, 2021, 03:15:57 pm »
Stupid question: where I can get old source code to build myself? Getting crashes in Arch Linux and Windows too now. It might be mod related (TWoTS) but I'm not sure, so I need old source codes for it to rebuild and test before posting unverified info here. As far as I know (correct my stupidity again) git has latest version now, but how to get old (interested in 6.9)?

Git contains the entire version history since the very first commit.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #813 on: June 15, 2021, 05:40:52 pm »
OK, I think I got it. Only problem what I cant' find latest commit number (or should I said hash instead) for last 6.9.1 version. Compiled 6.8.4 instead.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #814 on: June 15, 2021, 06:17:05 pm »
OK, I think I got it. Only problem what I cant' find latest commit number (or should I said hash instead) for last 6.9.1 version. Compiled 6.8.4 instead.

you can see commit numbers here: https://openxcom.org/oxce/release/

6.9.1 is https://github.com/MeridianOXC/OpenXcom/commit/85681b6a4

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #815 on: June 15, 2021, 07:18:00 pm »
Thank you very much for you time and info. The problem what I'm still not very good with git command and it's sub commandants (git checkout and etc), so I stuck a bit there. But now cloned, changed to 6.9.1 commit number, builded, packed to local package and installed. Everything working fine. The crashes what I've encountered early based on mod files and changes in new OXCE 7.0 version. Let's wait while author of the mod will check it and made necessary changes to make it compatible with 7.0.

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #816 on: June 16, 2021, 05:54:13 pm »
I am having trouble understanding/debugging marker names / IDs, case in point being XCF and alien bases:

The marker name assigned to alien bases is called STR_ALIEN_BIG_BASE:

Code: [Select]
  - type: STR_ALIEN_BIG_BASE_ASSAULT
    enviroEffects: STR_INSANITY_4
    genMission:
      STR_BASE_PATROLING_MEDIUM_SCOUT: 30
      STR_BASE_PATROLING_LARGE_SCOUT: 22
      STR_BASE_PATROLING_ABDUCTOR: 18
      STR_ALIEN_SUPPLY: 12
      STR_MIB_BASE: 3
    genMissionFreq: 5
    markerName: STR_ALIEN_BIG_BASE

STR_ALIEN_BIG_BASE is also defined as StringID in the language file

Code: [Select]
STR_ALIEN_BIG_BASE: "Alien Colony"
However, in-game the marker name has an attached underscore and is accordingly displayed as

Code: [Select]
STR_ALIEN_BIG_BASE_
as the string is (obviously) not defined in the language file.

I am trying to understand why this is the case. The ruleset reference does not list anything in regards to that and other strings are converted as is. Is the underscore necessary to pass IDs (e.g. alien base 1, 2, 3 etc.)?
« Last Edit: June 16, 2021, 07:36:55 pm by krautbernd »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #817 on: June 16, 2021, 05:57:00 pm »
save?

can this be reproduced or is it some mod version upgrade artifact?
« Last Edit: June 16, 2021, 06:00:12 pm by Meridian »

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #818 on: June 16, 2021, 07:24:25 pm »
save?

can this be reproduced or is it some mod version upgrade artifact?

Happened in a new game without mods and has also been reported by other users. Attached is a modified save file which should spawn a new alien base at the end of the month (either in UK/Europe or in the Falklands). The alien base name is displayed as "STR_ALIEN_BIG_BASE_".

To clarify, this is a base spawned due to infiltration. I don't know if the naming mechanics are different for bases that are spawned normally. The marker name is correctly parsed as a string if the underscore is added in the language file (i.e. STR_ALIEN_BIG_BASE_: "Alien Colony").

OXCE version is 7.0 (2021-03-13).
« Last Edit: June 16, 2021, 07:33:52 pm by krautbernd »

Offline Mathel

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Re: OXCE (OpenXcom Extended) main thread
« Reply #819 on: June 16, 2021, 09:57:24 pm »
save?

can this be reproduced or is it some mod version upgrade artifact?

Happened today, on XCOM Files.
Active mods are XCOM Files 1.8b and Dark Geoscape.

Edit: Game version is 7.0, and since either game or mods were updated pased several months, both real and in-game.

Offline Solarius Scorch

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Re: OXCE (OpenXcom Extended) main thread
« Reply #820 on: June 21, 2021, 11:19:36 am »
I've had this issue since forever and never could understand what was causing it...

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #821 on: June 23, 2021, 11:01:35 pm »
save?

can this be reproduced or is it some mod version upgrade artifact?

Meridian, any update on this (provided you are not on holidays, busy, sick or otherwise engaged)? Where you able to reproduce the issue?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #822 on: June 24, 2021, 09:24:30 am »
Unfortunately I am not feeling well.
I am also taking vacation to recover, starting on Friday (tomorrow).
I will be completely offline for the next 3+ weeks.

Offline The Martian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #823 on: June 24, 2021, 02:32:41 pm »
I hope you are feeling better soon.

Take it easy.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #824 on: June 24, 2021, 03:34:26 pm »
Unfortunately I am not feeling well.
I am also taking vacation to recover, starting on Friday (tomorrow).
I will be completely offline for the next 3+ weeks.

Get well soon. More tea with lemon and everything will pass.