OpenXcom Forum

Modding => OpenXcom Extended => Topic started by: Yankes on January 29, 2017, 04:50:33 pm

Title: [OLD] Old OXCE Future plans
Post by: Yankes on January 29, 2017, 04:50:33 pm
Current plans

For 5.0 version

setting ammo count in scripts.
script that disable weapons.
weapon/throw accuracy scripts.
hangar types
scripts events on item uses.
script events for moving items in inventory (this will allow e.g. ring with +10hp).


For some future version

directional flashlight.
change border of hand items in inventory based on usability.
script that disable weapons.
new script arguments for recolor and select graphic script with information about unit selection or cursor hovering over it.
Ability to draw custom graphic over any unit/item by script.
script for calculation unit recovery time.
script handling of behavior of end of grenade countdown (explosion, removal, postponing, unpriming).
script recoloring for explosions and hit animations.
reaction multiplier accessible by script.
toggleable  fly popery for unit.
dynamic globe terrain.

Title: Re: OXCE Future plans
Post by: Thirsk on January 30, 2017, 01:00:14 am
Directional flashlight? Night missions will be incredible! You rock Yankes!!
Title: Re: OXCE Future plans
Post by: HelmetHair on January 30, 2017, 06:16:37 am
By being able to draw over any sprite I am going to assume we can see fatal wound indicators and health statuses for soldiers on the battlescape?

for example large red splotches to simulate blood or cracks and burns on hwps.

that would be very nice.

can weapons act as flashlights now or is that in the future?

with directional flashlights will there be defined widths and length of light? that would be sweet.

I'm totally ignorant, is there a defined night vision sight now?

I've not seen it talked about much, but have you considered adding inventory definitions where certain items could only fit in certain locations? What I mean is there are some mods I've played with a sling or a quick draw inventory socket and being able to pack 3 more grenades into a "sling" slot seems silly but it may be more headache than it is worth.

Have you considered coding an armor feature that negates the penalty for firing a 2 handed weapon with 1 hand or allowing a two handed weapon to be fired one handed?
Title: Re: OXCE Future plans
Post by: Yankes on January 30, 2017, 07:43:06 pm
By being able to draw over any sprite I am going to assume we can see fatal wound indicators and health statuses for soldiers on the battlescape?

for example large red splotches to simulate blood or cracks and burns on hwps.

that would be very nice.
Yes, you will be able show sprite based on any property available to scripts, like fatal wounds, health, ammo in weapon, poisons status (if you add some thing like that). There will be no limit how many you can draw (except cases where simply not enough space and they overwrite each other).

Quote

can weapons act as flashlights now or is that in the future?

with directional flashlights will there be defined widths and length of light? that would be sweet.

Directional light will work for items and units, and right now I do not know how exactly you will configure it.
This all will depend of complicity of implementation and performance penalty of given solution. Base version is fixed arc with normal light propagation in it.

Quote
I'm totally ignorant, is there a defined night vision sight now?
a) armor ruleset have properties for that.
b) special script that can change visibility.
c)  OXCE+ have special properties affecting visibility, but most can be reproduced using scripts.


Quote
I've not seen it talked about much, but have you considered adding inventory definitions where certain items could only fit in certain locations? What I mean is there are some mods I've played with a sling or a quick draw inventory socket and being able to pack 3 more grenades into a "sling" slot seems silly but it may be more headache than it is worth.
Right now not.

Quote
Have you considered coding an armor feature that negates the penalty for firing a 2 handed weapon with 1 hand or allowing a two handed weapon to be fired one handed?
"weapon/throw accuracy scripts."
Title: Re: OXCE Future plans
Post by: 5taras on August 04, 2018, 06:04:18 am
Is it possible to implement a feature which can allow to bomb downed UFOs from plane with less loot.
I may be wrong, I've heard about that possibility in one of the late XCom-series game. This could make the gaming less tedious. Thanks
Title: Re: OXCE Future plans
Post by: Yankes on August 04, 2018, 01:38:09 pm
Probably not, I think this would need too much changes to make it work compare to benefits that this functionality give.
Title: Re: OXCE Future plans
Post by: Ethereal on August 08, 2018, 10:34:18 pm
Is it possible to implement a feature which can allow to bomb downed UFOs from plane with less loot.
I may be wrong, I've heard about that possibility in one of the late XCom-series game. This could make the gaming less tedious. Thanks

Yeah, and throw nuclear bombs on alien bas! I think that's a bit much. :D
Title: Re: OXCE Future plans
Post by: RareOne on October 12, 2018, 09:28:45 am
Hello, and excuse me if I overlooked the following somewhere on the forums.

So the idea appeared when I realised that my phone's speed of work, battery lasting and usefullnes of album app suffered greatly after intalling several TC mods on OXC android. Plus the unbearable time lengthes a person has to wait to download, maintain and move more than 30k tiny files.

Well, I wondered is it possible to implement a Game File Archive system, like Blizzard's MPQ or ID's WAD/PK4. Wouldn't that help to catagorise and mantain files better?
If we leave rulesets as they are, then sounds, music and gfx would be stored in a single or several files instead of thousands. As I read on the wiki about MPQ, it allows to store previous versions of the files, to work with different versions of master exe. But PK4, as I know, can overwrite files present in the main mod file with files from following patches and hotfixes on the go while the game is loading, without the need for redownloading the big file to fix or even add something.

So, is it possible? How hard can it be? How can a non-programmer help?
Title: Re: OXCE Future plans
Post by: Stoddard on October 12, 2018, 11:55:28 am
Well, I wondered is it possible to implement a Game File Archive system, like Blizzard's MPQ or ID's WAD/PK4. Wouldn't that help to catagorise and mantain files better?

We'll have to leave the option to work without this - because of ease of modding and tons of old mods.

Since we have to do that, why bother with obscure file formats, when a good old .zip would work just fine.

Quote
So, is it possible? How hard can it be? How can a non-programmer help?

Possible, not very hard. As for helping - keep the discussion open.

I'm split about zipping only resources vs just zipping entire mods.

I can see something like files in Resourses dir overriding files in the adjacent Resources.zip
Or files in mods/WhateverMod dir overriding files in mods/WhateverMod.zip

But if one wants to mod, it's easier to just unzip it all. So why bother with overrides, just support zipped mods

Surely you're not doing modding on a phone?

Title: Re: OXCE Future plans
Post by: RareOne on October 12, 2018, 01:40:07 pm
Quote
We'll have to leave the option to work without this - because of ease of modding and tons of old mods.

Since we have to do that, why bother with obscure file formats, when a good old .zip would work just fine.

Well, sure, I'm not strictly against .zip format.

Quote
I can see something like files in Resourses dir overriding files in the adjacent Resources.zip
Or files in mods/WhateverMod dir overriding files in mods/WhateverMod.zip

This can be done?

Quote
Surely you're not doing modding on a phone?

Well, yeah, busted. Spending most of free time in a subway, so yes, meddling with the rulesets on the phone.
And suffer because of 1.2 mb ruleset of X-Piratez.
Title: Re: OXCE Future plans
Post by: Stoddard on October 12, 2018, 05:08:00 pm
This can be done?

I've looked into the code a bit and this appears pretty simple to do.

Well, yeah, busted. Spending most of free time in a subway, so yes, meddling with the rulesets on the phone.
And suffer because of 1.2 mb ruleset of X-Piratez.

Well, then zips would help with that. I think something may appear on the weekend barring any unforeseen trouble.

Meanwhile can you please try this build:
https://lxnt.wtf/oxem/builds//ExtendedTests/Extended-5.1-e7e5f1d-2018-10-12-android-fpz.apk (https://lxnt.wtf/oxem/builds//ExtendedTests/Extended-5.1-e7e5f1d-2018-10-12-android-fpz.apk)

and see if it helps with battery life / heat.

Out of curiosity : what device do you use?
Title: Re: OXCE Future plans
Post by: RareOne on October 12, 2018, 06:17:50 pm
Yep, thanks, archives at least would let me play and still take photoes and manage them.

And yes, I am eager to try the 5.1, because it's predecessor ruined everything for me. I played X-Piratez, TWoTS, Area 51 and 40k on 3.10 and had fun, but then TWoTS broke, then I couldn't instal properly and when I finally managed to start game there appeared SYSTEM section in the Options, and game crashed when I pressed it, and game crashed when any mission was to begin. I suppose it had to do with wrong OXCE I used with android app, but I'm sure used the correct ones.
Sorry for this outburst, but it really stressed me out and I had to share.
So, I just hope I'll be able to play X-Piratez, XCOM files and TWOTS without trouble.

I use Sony Xperia XA1.
Title: Re: OXCE Future plans
Post by: yergnoor on October 12, 2018, 06:32:43 pm
I can see something like files in Resourses dir overriding files in the adjacent Resources.zip
Or files in mods/WhateverMod dir overriding files in mods/WhateverMod.zip
I am also very interested in the possibility of storing mods entirely, or at least their resources, in zip archives. For the reason that big mods take up too much space on an Android memory card. And the place is constantly not enough, only 4 gigabytes on the built-in sdcard and 32 on the outside. Whereas the X-Piratez mod, with a total weight of 229 megabytes, takes 760 megabytes because of the peculiarities of the file system. If you save it in zip, even without compression, you will need half a gigabyte less space. For me, this is a considerable gain.
P.S. I apologize if it is difficult to understand me. I do not know English, I use Google translation.
Title: Re: OXCE Future plans
Post by: Stoddard on October 12, 2018, 06:37:51 pm
And yes, I am eager to try the 5.1, because it's predecessor ruined everything for me.

well, this build doesn't work for me right now. so I guess wait with trying for now

I am also very interested in the possibility of storing mods entirely, or at least their resources, in zip archives. For the reason that big mods take up too much space on an Android memory card. And the place is constantly not enough, only 4 gigabytes on the built-in sdcard and 32 on the outside. Whereas the X-Piratez mod, with a total weight of 229 megabytes, takes 760 megabytes because of the peculiarities of the file system. If you save it in zip, even without compression, you will need half a gigabyte less space. For me, this is a considerable gain.

Interesting. But yes the idea is to store either entire mods, or their datadirs (like Resources in piratez) as zips. We'll see what will be possible.
Title: Re: OXCE Future plans
Post by: Yankes on October 12, 2018, 08:29:55 pm
Problem is that OXC was not designed to work with zip files. I will need lot of refactoring to make it work (every function that load resources need be changed to allow loading from zip). Some function will simply not work because they use function that allow only file paths to real files.

Another thing is finding correct library that will work with GCC and VS.
Title: Re: OXCE Future plans
Post by: Stoddard on October 12, 2018, 09:43:53 pm
I will need lot of refactoring to make it work (every function that load resources need be changed to allow loading from zip).

Plan is to change them all to accept streambufs and hand out them from the file map.

Some function will simply not work because they use function that allow only file paths to real files.

So far I haven't seen anyhing like that in the code.

Another thing is finding correct library that will work with GCC and VS.

Oh I'm sure miniz would be fine.
Title: Re: OXCE Future plans
Post by: Yankes on October 12, 2018, 10:46:28 pm
I look around code and I see that it will require some refactor but not that much.

@Stoddard

Code: [Select]
IMG_Load(utf8.c_str())
How do you handle code like that? But luckily this lib have good api and allow load from arbitrary array: `IMG_Load_RW` and `SDL_RWFromMem`.
We dodged bullet there :)

Overall I think that in most cases function `FileMap::getFilePath` should be replaced by `getFile` that return this streambuffer or even simpler `std::vector` in struct with some helper methods.
Title: Re: OXCE Future plans
Post by: KZad Bhat on October 13, 2018, 07:39:33 am
In case anyone has missed it, allowing resources to load from an archive file also cuts down on the size of the installed mod significantly, even if you don't use compression. After all, probably cutting down on disk space used by an average 1.5KB . . . times 30k+ files. Okay, 29k+ files, some chunks of what's in there should not and even cannot be archived. But damn what a savings for people who have to think of storage space! Can't say how much this cuts down on the size of the fully wrapped .zip for download, but there could be significant savings there, too.
Title: Re: OXCE Future plans
Post by: yergnoor on October 13, 2018, 09:02:53 am
Can't say how much this cuts down on the size of the fully wrapped .zip for download, but there could be significant savings there, too.
Quite a few
Whereas the X-Piratez mod, with a total weight of 229 megabytes, takes 760 megabytes because of the peculiarities of the file system. If you save it in zip, even without compression, you will need half a gigabyte less space.
Depends on the file system, the example I gave when using Fat32, all files are 19623 in the latest version of X-Piratez.
Title: Re: OXCE Future plans
Post by: Stoddard on October 14, 2018, 02:33:46 pm
The refactoring (what a name for a horror movie) got a bit out of hand.

I decided for now to just use SDL_RWops for the buffers.

std::vectors are awkward since file format parsers need to seek and/or incrementally read,
while std::streambufs are overweight and in any case 90% of ops are IMG_Load_RW which only ends up converting the streambuf to SDL_RWops.



Title: Re: OXCE Future plans
Post by: Yankes on October 14, 2018, 02:50:15 pm
But who will maintain lifetime of this `SDL_RWops`? Bes would be if this would be done automatically.

Overall when I say `std::vector` I mean only use it as storage not as API.
Title: Re: OXCE Future plans
Post by: Stoddard on October 14, 2018, 03:08:53 pm
But who will maintain lifetime of this `SDL_RWops`? Bes would be if this would be done automatically.

I don't see any difference between stdlib and SDL objects in this case. Once you're done, you just call either delete or SDL_FreeRW() and that's it.

Title: Re: OXCE Future plans
Post by: Yankes on October 15, 2018, 01:39:06 am
Once you're done, you just call either delete or SDL_FreeRW() and that's it.

That was my point do not call explicitly any `delete` or `SDL_FreeRW`, it should be done automatically when data go outside scope (RAII idiom).
Right now OXCE use C++11 and in it you have enough tools to not use any explicit `delete` in code. You can return vector by value and move it to load function and it will be not slower than using pointers.

Example is my WIP commit: https://github.com/Yankes/OpenXcom/commit/a87fdcb2623b02e7797b0734970c017e5a533f70#diff-2f13ead716b9567315c18615865bcd0bR50
where I remove all `delete` and `new` from surface set.
Title: Re: OXCE Future plans
Post by: Stoddard on October 15, 2018, 06:16:34 pm
That was my point do not call explicitly any `delete` or `SDL_FreeRW`, it should be done automatically when data go outside scope (RAII idiom).

Yeah, I know that. It has its uses, but in my opinion only complicates things in this specific situation.

Specific situation being loading graphics and parsing data in vanilla file formats.

Non-vanilla graphics do require SDL_RWops. Vanilla graphics - well, reading bytes from streams/vectors and then calling SDL's byteswappers on that is much less readable than just calling SDL_ReadLE16() and friends. Ditto for the rest of vanilla file formats.

For rulesets we can as well have another interface to the file map, but I haven't got to that yet.

I'm all for code simplicity and readability, and in this specific case my opinion is that using C++ data types is counterproductive.


For the Surfaces and SurfaceSets I actually did something pretty much in line with your commit - have a bunch of Surface constructors instead of Surface::loadWhatever()s , get rid of resize(), etc.

no commits yet though, too much might still change

Title: Re: OXCE Future plans
Post by: RareOne on October 17, 2018, 10:15:24 pm
Soooo, sorry, don't want to sound rude.
But how's it going?

Too much work for small unnecessary result?
Title: Re: OXCE Future plans
Post by: Meridian on October 17, 2018, 10:28:40 pm
Soooo, sorry, don't want to sound rude.
But how's it going?

Too much work for small unnecessary result?

If you're asking about loading from zip files... it's in progress.

It's a big task, so don't expect it to be ready sooner than 2+ months from now.
Title: Re: OXCE Future plans
Post by: RareOne on October 17, 2018, 10:52:18 pm
Wow, thanks for the reply.
I assumed it would take a large amount of time.
It's just that for some reason I had the impression from the first Stoddard's reply that it would take only a weekend to implement that change.
I hope it all works out for the best of everyone!
Title: Re: OXCE Future plans
Post by: Meridian on October 17, 2018, 11:10:38 pm
Yeah, easy (not hard) is not the same as quick (not time consuming).

Counting to a billion is not hard... but it will take you about 31 years, give or take :)
Title: Re: OXCE Future plans
Post by: RareOne on October 17, 2018, 11:26:26 pm
I understand that, I just hoped there could be some kind of script to automatize the changes. Woe silly me.
I guess it's true that programmer's dream is to programm the process of programming.  :)

But I've come up with a couple new requests.
Is it possible to force game cursor show upon/replace the system one. I plugged a mouse to the phone, see...
And is it possible to add a button in-game or to the system tray along back, menu and so on buttons that would call the keyboard any time, not only when you type smth? Like, to use quick save and alternate monement methods?
Title: Re: OXCE Future plans
Post by: Stoddard on October 18, 2018, 12:00:07 am
For an update - well, yeah I got most everything except rulesets, PCK/TABs and music/sounds loading from not-plain-files.
It's music/sounds that are giving me trouble. I expect PCK/TABs working this evening, rulesets are even more trivial. Audio.. it's idk maybe the oldest part of the code. Or seems to be. So a lot of work fo the refactorhammer.

Could've been faster, but for ease of debugging I went and made android branch compile and work on desktop linux without the  sfalexrog's outdated forks of SDL_everything. This way I at least can test the code as it would run.



But I've come up with a couple new requests.
Is it possible to force game cursor show upon/replace the system one. I plugged a mouse to the phone, see...

I'm sure it's possible. After something I did the cursor suddenly appeared in all its triangular glory. So sure.
Although it'll take some time to hide it back.

And is it possible to add a button in-game or to the system tray along back, menu and so on buttons that would call the keyboard any time, not only when you type smth? Like, to use quick save and alternate monement methods?

This I have no idea how to do, but noted.

Let me first make the fork at least not crash on my phone.
Sadly I only have this "honor 9l" excuse for a phone on me right now, having drowned the nexus 6P in a river recently. So the testing is hampered.


UPDATE 21 Oct:
Managed to get rid of every single one FileMap::getFilePath() call, everything is now loaded via SDL_RWops and std::istreams handed out of FileMap. Now on to fixing all the bugs that crawled out - and there are many. For example the one with android version crashing on pressing Options in the main menu - I almost got it, but it managed to hide somewhere.
Title: Re: OXCE Future plans
Post by: RareOne on October 22, 2018, 09:58:01 pm
Great! Thank you!
Title: Re: OXCE Future plans
Post by: Abyss on November 04, 2018, 09:00:56 pm
Hi!

I wonder if enemies battlescape AI scripts are hard-coded or changeabe.
What is the maximum degree of a change?
Example: passive-agressive behavior change to an agressive behavior, e.g. fast engage (and even assault of the X-Com aircraft) with the X-Com team after 3 turns passed, but only for one type of alien vessel/alien mission.
Is this moddable?
Title: Re: OXCE Future plans
Post by: Meridian on November 04, 2018, 09:56:07 pm
I wonder if enemies battlescape AI scripts are hard-coded or changeabe.

There are no AI scripts, not hardcoded, not changeable, none.

Example: passive-agressive behavior change to an agressive behavior, e.g. fast engage (and even assault of the X-Com aircraft) with the X-Com team after 3 turns passed, but only for one type of alien vessel/alien mission.

Units have "aggression" attribute.
Fast engage can be simulated on the map by placing more units outside and giving them enough patrol nodes... or simply bigger sight range.
There's also a LeeroyJenkins mode for melee units... that will mindlessly charge you no matter what, after spotting you. (Also works better with longer sight ranges).

Is this moddable?

No, not in a way you'd want it.
Title: Re: OXCE Future plans
Post by: Abyss on November 04, 2018, 10:00:48 pm
Units have "aggression" attribute.
Fast engage can be simulated on the map by placing more units outside and giving them enough patrol nodes... or simply bigger sight range.
There's also a LeeroyJenkins mode for melee units... that will mindlessly charge you no matter what, after spotting you. (Also works better with longer sight ranges).

Thanks for the answer, sorry for the offtop, I would rather post this is the Suggestions Branch, my fault.
Title: Re: OXCE Future plans
Post by: bulletdesigner on November 04, 2018, 10:28:19 pm
You can put the alien on the hunt for you first turn, on alien deployment, default is 20 I think, I'm on cellphone to give you correct code, give your position and they will rush you
Title: Re: OXCE Future plans
Post by: RareOne on December 08, 2018, 12:05:56 pm
Heyyyy, sorry to bother again. I would've written to Stoddard, but he is offline for almost a month.

I'd like to ask about that game resource folders to zip archives code refurbish I ask for. Is it still going?
Title: Re: OXCE Future plans
Post by: Meridian on December 08, 2018, 12:30:53 pm
Heyyyy, sorry to bother again. I would've written to Stoddard, but he is offline for almost a month.

I'd like to ask about that game resource folders to zip archives code refurbish I ask for. Is it still going?

Yankes and myself are not working on that.
It's Stoddard's baby atm.
Title: Re: OXCE Future plans
Post by: Stoddard on December 31, 2018, 03:54:03 am
Heyyyy, sorry to bother again. I would've written to Stoddard, but he is offline for almost a month.

I'd like to ask about that game resource folders to zip archives code refurbish I ask for. Is it still going?


Work ate my homework   ;D

No worries though - the crunch ended and once I get through the new year celebrations, the zip stuff will be completed.
Title: Re: OXCE Future plans
Post by: TheDeparted on January 14, 2019, 11:17:30 pm
Hello, everyone! I apologize if this has been asked before on other threads (I did my research, really I did), but I have a question: I stumbled upon WarBoy's old gem OpenXcomWar, but for the life of me, I could not make it work in openexcomexplus. Any ideas would be highly appreciated.

Please see the attached gem. Actually, I wanted to ask if you guys plan to have something like a converter for old mods?
Title: Re: OXCE Future plans
Post by: Meridian on January 14, 2019, 11:27:32 pm
Hello, everyone! I apologize if this has been asked before on other threads (I did my research, really I did), but I have a question: I stumbled upon WarBoy's old gem OpenXcomWar, but for the life of me, I could not make it work in openexcomexplus. Any ideas would be highly appreciated.

Please see the attached gem. Actually, I wanted to ask if you guys plan to have something like a converter for old mods?

This is just an old version of OpenXcom... what do you want to use it for?

And what gem??
Title: Re: OXCE Future plans
Post by: TheDeparted on January 14, 2019, 11:51:47 pm
I simply wanted to run an old mod, that's all. the gem I'm referring to is WarBoy's mod I attached in my previous post.
Title: Re: OXCE Future plans
Post by: Ethereal on January 14, 2019, 11:56:24 pm
This is again a return to the topic of the Extender. And to OpenXcom. I've offered to investigate it many times, but it was the voice of a screaming man in the desert.

Meridian, I've always asked you to explore old mods. There many interesting things. What's in the https://www.ufopaedia.org/index.php/UFOextender (https://www.ufopaedia.org/index.php/UFOextender), what's here. A lot of small amenities that create overall comfort. Most of the options you have already been implemented, but not all.
Title: Re: OXCE Future plans
Post by: TheDeparted on January 14, 2019, 11:59:01 pm
yeah, your were right, Meridian, it's not a mod per se, just an old copy of openxcom with what I presume might be WarBoy's modifications. I downloaded it from here http://openxcommods.weebly.com/download.html

-- posts merged by Meridian :P

I'm sorry if I was a bit unclear, Meridian. But anyway, thanks for your swift reply and for the amazing work you're doing!
Title: Re: OXCE Future plans
Post by: Meridian on January 15, 2019, 12:37:11 am
I simply wanted to run an old mod, that's all. the gem I'm referring to is WarBoy's mod I attached in my previous post.

The file you attached is fully functional, you can run it as is... you don't need OXCE.

If you want to have these features in OXCE, you can create these mods using the standard "ruleset modding" capability... if I read the list of features correctly, everything is doable in OXCE already... maybe except the flashbang grenade (we can't decrease detection radius, but all other things can be done).

Most of these mods are also already available as standalone mods (combat knife, sniper rifle, flamethrower, sentinel craft, new armors, training facility, medical facility, etc.) or as part of existing modpacks (FMP, area51, etc.).
Title: Re: OXCE Future plans
Post by: Yankes on January 15, 2019, 02:15:44 am
flashbang can be simply penalty to TU, Another is script that alter viability of unit (some like this exists).
Title: Re: OXCE Future plans
Post by: Finnik on January 15, 2019, 12:26:51 pm
There is a flasbang grenade in XCF, I can make like that standalone, if someone needs it
Title: Re: OXCE Future plans
Post by: drages on January 18, 2019, 05:32:55 pm
Hey Yankee!

I told you something about weapons using different amount of ammo per shot years ago. You said it would be simple but then stopped because it will be hard to change it without something about default game.

So let me repeat what i want to have. Mostly for energy weapons which uses battery like magazines, a weapons should able to use different amount of ammo per shot. So for example you got a heavy laser and it has a low power shot and high power shot.. so high power shot would consumes "3" ammo rather then one. It makes this kind of weapons very special.
Title: Re: OXCE Future plans
Post by: Meridian on January 18, 2019, 05:39:29 pm
So let me repeat what i want to have. Mostly for energy weapons which uses battery like magazines, a weapons should able to use different amount of ammo per shot. So for example you got a heavy laser and it has a low power shot and high power shot.. so high power shot would consumes "3" ammo rather then one. It makes this kind of weapons very special.

Is this the only thing you want from this feature or is more hidden in the background?

I.e. what else is different between the 2 shots besides using more ammo...
Title: Re: OXCE Future plans
Post by: drages on January 18, 2019, 06:15:58 pm
Is this the only thing you want from this feature or is more hidden in the background?

I.e. what else is different between the 2 shots besides using more ammo...

Hmmm as background.. the "shot" should have more att. Here comes the "conf*****" code for shot types. As for now it has those (from the ruleset document):

Code: [Select]
- type: STR_Heavy_Laser
   confAimed:
     shots: 1
     name: STR_AIMED_SHOT
     ammoSlot: 0
     arcing: false

This is the best part for me because i can create my special shots. I use this mostly to create different burst shots for rifles and bigger weapons. But for an energy weapon, we need more to create more unique shots. I am not sure that you can add more att for this code part. But if you can use all att options here you can make anything you like.

For example;

Code: [Select]
- type: STR_Heavy_Laser
   confAimed:
     shots: 1
     ammoconsume: 10
     power: 200
     maxrange: 20
     name: STR_FOCUSED_SHOT
     ammoSlot: 0
     damageAlter:
         RandomType: 6
         IgnoreOverKill: false
         ToArmorPre: 0.5
         ToStun: 0.75
         RandomWound: false
         ToWound: 0.12
         FireThreshold: 25.0
     arcing: false
     ********
    confSnap:
     shots: 1
     ammoconsume: 5
     bulletpellet:5
     maxrange:5
     power: 10
     name: STR_SHOTGUN_SHOT
     *******
   confAuto:
     shots: 10
     ammoconsume: 2
     power: 5
     name: STR_CRAZY_AUTO_SHOT

So the point here, to create a weapon with multiple options as an energy weapon only can. Every shot should able to have all the damage att you can edit for main weapon itself.
Title: Re: OXCE Future plans
Post by: ohartenstein23 on January 18, 2019, 06:21:14 pm
I've been thinking about a similar option for the lasguns in the 40k mod - all of them should, for the most part, use the same power cell, but one of the more rare variants should use more energy charges per shot and do more damage.

One possible way of doing this would be to use a "onFiring" script that Yankes has been experimenting on. The weapon doesn't actually fire the ammo, but the loaded ammo is checked on firing with this script and consumed to give the shot more power. That way either certain shot types or different weapons could consume the energy cell faster or slower depending on how the script is written.
Title: Re: OXCE Future plans
Post by: drages on January 18, 2019, 06:54:25 pm
Another thing is about manufacture. Some randomness. Yeah i know that it could be used for save-scumming but i don't think everybody would cheat at every possible way. Every game could be cheated anyway..

So i think manufacture results should able to give some items with some percentages. This would bring some unique things into the game rather then just directly having it with a linear way.

Let me give you an example. I want to have something hard to obtain. Lets say i want to have my own sectopod, but i want it hard to get it (the percentage is up the modder decide). To manufacture a sectopod for me, i can make it "20 x sectopod corpse". Buuuuttt.. it's very linear and simple, not so excited... but if i make the manufacture as "1 x sectopod core, 1 x sectopod **** weapon, 3 x sectopod frame, 1 x sectopod energy core" and create another manufacture to get those by "Disassemble Broken Sectopod" with some chance to get those req items, every time you got an sectoid, you just get hyped to get more needed items to create your own..

Another example: I want to obtain a special powercore like for sectopod over there. I need standard powercores and maybe some alien computers to create it. I can make it simple "15 x powercore + 20x alien computer" to have it.. but than you ask yourself, why would i need 15 powercores to get just a special core? You will wait just numbers and as the ufos got tons of them, you will get that "unique core" so fast.. if you want to slow down the progress you will rise the needed powercore to 50 and then it will become much more absurd.. so rather then this just have a "Special Core Project" which needs a powercore and 2 alien computer to get the special core by %20 percent...

I just don't find it abusing to get things just with numbers and linear way.. you can use linear progress at huge mods with tons of things to do but if you just at something to the base game, your options are very low to make an excited project.. when i create my SAR mod with tons of vehicles/robots as experience getting units, i hate it to just want tons of startdart items to get those things.. because i want them more unique, more hard to get.. more special.. not just for everyone who got 100* of default items you can get from the game easily after some time..

------------------------------------

Another randomness idea is about drops from battlefield. Here for example alien weapons could return to base as weapon scraps and some special items with randomness.

Example:

- Alien_Plasma_Rifle
  Afterbattle: Weapon Scraps (%80) - Weapon Scraps (%80) - Weapon Core (%10)

So when the battle ends, an alien rifle will come as possibility with %80 of 2 weapon scrap and %10 of weapon core.

This could be combined with the "get alien weapons if only alien is alive (stunned)" option. So if the alien dies, weapon becomes possible parts.. like Fraxis X-Com somehow..

Thx!
Title: Re: OXCE Future plans
Post by: Yankes on January 18, 2019, 11:36:25 pm
I've been thinking about a similar option for the lasguns in the 40k mod - all of them should, for the most part, use the same power cell, but one of the more rare variants should use more energy charges per shot and do more damage.

One possible way of doing this would be to use a "onFiring" script that Yankes has been experimenting on. The weapon doesn't actually fire the ammo, but the loaded ammo is checked on firing with this script and consumed to give the shot more power. That way either certain shot types or different weapons could consume the energy cell faster or slower depending on how the script is written.
exactly, right now I have plans/partial implementation for two script, one that check if you can use attack (more ammo required!) and another that is call after (spend more ammo, or something else).

So the point here, to create a weapon with multiple options as an energy weapon only can. Every shot should able to have all the damage att you can edit for main weapon itself.
I see one problem with this, game object that store all this data will need grown a lot in memory to store all this data. I think this is a bit to complex thing compare that it give. Probably better solution (because it could have other uses) is add "build in ammo", e.g. when item is created it crate different ammo too for itself. This will allow that build in weapons can have preloaded ammo. This would allow too to have use this other items as different damage types.
Title: Re: OXCE Future plans
Post by: Meridian on January 19, 2019, 04:17:44 pm
Heyyyy, sorry to bother again. I would've written to Stoddard, but he is offline for almost a month.

I'd like to ask about that game resource folders to zip archives code refurbish I ask for. Is it still going?

This has been merged to main branch today, Android branch is in-progress.

Feel free to test: https://lxnt.wtf/oxem/builds//Extended/Extended-5.2-a7d1f6eda-2019-01-19-win32.7z
Title: Re: OXCE Future plans
Post by: baconia on January 21, 2019, 08:45:48 pm
Any plans to add an script hook for events in the Geoscape?  I thought I had read somewhere here that there there a private event at the beginning of each day but its not hooked up for the external scripting.

Thank you kindly.
Title: Re: OXCE Future plans
Post by: Yankes on January 21, 2019, 08:58:27 pm
At some point yes, right now you can transfer some solder data between battles, in future will be more.
Title: Re: OXCE Future plans
Post by: Meridian on January 23, 2019, 08:05:15 pm
Heyyyy, sorry to bother again. I would've written to Stoddard, but he is offline for almost a month.

I'd like to ask about that game resource folders to zip archives code refurbish I ask for. Is it still going?

It's ready for testing: https://lxnt.wtf/oxem/builds//Extended/Extended-5.2-ef6401a-2019-01-23-android.apk
Title: Re: OXCE Future plans
Post by: Alex_D on January 25, 2019, 08:48:21 am
(testing the waters with a request item wish list)
How hard it could be to make a auto-save feature that saves the game at certain in-game intervals, with a specific name each time (configurable if possible)?
Examples:
"My Campaign - end of month 1999-10-31.sav"
"My Campaign - end of month 1999-11-30.sav"

The idea is this would come in handy for people who want to keep a "log" of their campaign saves especially those who play on YouTube.
Title: Re: OXCE Future plans
Post by: RareOne on January 26, 2019, 09:20:40 pm
It's ready for testing: https://lxnt.wtf/oxem/builds//Extended/Extended-5.2-ef6401a-2019-01-23-android.apk

Amazing, thanks a lot! I tested it on PC, seems to work fine.
On Android will test also, and measure how rapidly the battery drains. But I forsee drastic changes!
Thanks again!

Addition. Goes fine. No more thousands sprites in my album app. Phone responds as normal. Gracias.
Yet Piratez and Hardmode fail to launch still. It starts the choice of paths to original gamefiles sequence.
And X-files agents movement is choppy, but afair thats just not enough juice in my phone for long distance fov.

And some texts and names of alien races are of the original instead of mod's ones. Encountered in WH40k. Is it mod problem or apk build? Or I just instlled it wrong?
Title: Re: OXCE Future plans
Post by: ohartenstein23 on January 29, 2019, 03:28:10 am
And some texts and names of alien races are of the original instead of mod's ones. Encountered in WH40k. Is it mod problem or apk build? Or I just instlled it wrong?

This usually happens when you're using a language setting the mod doesn't support. 40k only uses en-US, check that you're set at that under Options > Video > Display Language
Title: Re: OXCE Future plans
Post by: Stoddard on January 29, 2019, 09:09:51 am

Yet Piratez and Hardmode fail to launch still. It starts the choice of paths to original gamefiles sequence.


That is strange. gsmarena.com lists 3Gb RAM for Experia XA1 and that should be quite enough.

Paths-to-gamefiles should ever come up a single time, when you first don't have openxcom directory on the sdcard. Maybe you're moving it around or something?

Please tell more.

Title: Re: OXCE Future plans
Post by: hellrazor on January 29, 2019, 09:40:01 am
That is strange. gsmarena.com lists 3Gb RAM for Experia XA1 and that should be quite enough.

Paths-to-gamefiles should ever come up a single time, when you first don't have openxcom directory on the sdcard. Maybe you're moving it around or something?

Please tell more.

Several factors. First with Android devices, once you have them rooted, remove Google Maps and Google Play from Autostart. At least thats what i did with my phone. Those 2 Apps were eating through 1 Gb of Ram.... You can still use them normally, and my phone is now running fine.

Loading the actual modfiles, maybe to slow for Xpiratez and Hardmode.Even thou they should work. I recommend checking your SD card (if you use it as internal memory extension). I gave my phone a new SD card (128GB) and now everything is just better. Especially reading, writing and copying files.
Title: Re: OXCE Future plans
Post by: Meridian on January 29, 2019, 10:11:31 am
Paths-to-gamefiles should ever come up a single time, when you first don't have openxcom directory on the sdcard. Maybe you're moving it around or something?

Please tell more.

I had reports of people being stuck there... don't know the reason.
Uninstalling/deleting everything and starting fresh usually helped.
Title: Re: OXCE Future plans
Post by: yergnoor on January 29, 2019, 03:06:42 pm
Paths-to-gamefiles should ever come up a single time, when you first don't have openxcom directory on the sdcard. Maybe you're moving it around or something?
This also happens when you try to start a game with a mod that contains errors. For example, I tried to run the X-Piratez J10, once downloaded, but not tested then. But there were a mistake in the ruleset files. Instead of STR_SCOUT_OUTFIT_UC, STR_STR_SCOUT_OUTFIT_UC was written. Then the game interrupted the download and demanded to re-specify the data folder. But when I found this error and fixed it, everything worked fine. In the X-Piratez J10, this was fixed a long time ago, but I had an outdated version.
More similar happens when trying to simultaneously run two incompatible mods between themselves, there is some kind of conflict of rules.
Well, with some very outdated mods, if they do not meet modern standards.
I had reports of people being stuck there... don't know the reason.
Uninstalling/deleting everything and starting fresh usually helped.
When choosing which mods you need to restart OXC, this data is saved in the options.cfg file. If the mods cause a crash, then for any attempt to restart, the same conflicting modes will again be taken from the options.cfg file and start loading again, which again causes a conflict. There is a vicious circle - the mods can not be disabled, because the settings are not available.
There are two options. Either delete the mod that you tried to run from the mods folder, or delete the options.cfg file (you can still edit it). In either case, the conflicting mode stops loading and crash does not occur. Reinstalling the application on OXCE for Android does not help in this case, since the openxcom folder and the options.cfg file in it are not deleted from the device’s memory. And the launch of the newly installed OXCE leads to the same results.
Title: Re: OXCE Future plans
Post by: Meridian on January 29, 2019, 03:18:47 pm
When choosing which mods you need to restart OXC, this data is saved in the options.cfg file. If the mods cause a crash, then for any attempt to restart, the same conflicting modes will again be taken from the options.cfg file and start loading again, which again causes a conflict. There is a vicious circle - the mods can not be disabled, because the settings are not available.

There are two options. Either delete the mod that you tried to run from the mods folder, or delete the options.cfg file (you can still edit it). In either case, the conflicting mode stops loading and crash does not occur. Reinstalling the application on OXCE for Android does not help in this case, since the openxcom folder and the options.cfg file in it are not deleted from the device’s memory. And the launch of the newly installed OXCE leads to the same results.

This is a recent change in OXC: https://github.com/SupSuper/OpenXcom/commit/e212261dc019e1d9f4792fe3d33cb783e8da5d9a

Normally, the broken mods are disabled.
However, if you have "debug: true" in your options.cfg, the broken mods are not disabled automatically.
Title: Re: OXCE Future plans
Post by: yergnoor on January 29, 2019, 03:35:10 pm
Oops!
I apologize, I once tried to enable this mode, but since there is no keyboard input on Android, I did not succeed. And debag: true remained in options.cfg.
Thanks for telling me.
But once before, I had to prompt many times to those who had such a problem, so that they would delete either the mod or the options.cfg file. And then they helped. I am glad that now this will no longer happen.
Title: Re: OXCE Future plans
Post by: Meridian on January 29, 2019, 03:48:13 pm
... but since there is no keyboard input on Android, I did not succeed. And debug: true remained in options.cfg.

I was playing around with keyboard input too recently... and although there is no easy way to force-open a standard keyboard... I found a so called "hacker keyboard" app, which can be opened at any time (from the notification panel).

Here's the APK I used: https://drive.google.com/open?id=1zAvcACwPu4V3qgbLQNZ6SBAcmJbWJRIA

After installation, you can go somewhere in the settings and turn on the option to always show this keyboard in the notification area.
Title: Re: OXCE Future plans
Post by: yergnoor on January 29, 2019, 04:09:43 pm
I was playing around with keyboard input too recently... and although there is no easy way to force-open a standard keyboard... I found a so called "hacker keyboard" app, which can be opened at any time (from the notification panel).
Thanks, I know the Hacker's Keyboard, but it seemed to me too inconvenient and difficult to use. Maybe because I do not have the habit of a real computer keyboard. Therefore, I asked the developer of the Jbak2 Keyboard used by me to add a similar keyboard call from the notification panel. In OXC for Android, everything works, most of the functions are available. But I haven’t figured out the Ctrl + combinations yet. It seems that they should work, but for some reason it did not work in OXCE. In general, while I have put off the attempts, all the more so as you can do without Ctrl +.
Title: Re: OXCE Future plans
Post by: RareOne on February 17, 2019, 06:01:16 pm
This usually happens when you're using a language setting the mod doesn't support. 40k only uses en-US, check that you're set at that under Options > Video > Display Language
Thanks, that helped!

Please tell more.

Actually, I don't know waht to add more. I install the same way as other mods and they send me to choose the gamefiles each time. I have to switch them off in the options file. I don't know why that happens. Some version of Piratez works, some don't. Guess will just have to wait for a mod update that will work properly.

upd
X-Piratez J11 works fine :)

upd2
Hardmode works too! Yay!

Thanks everyone!
Title: Re: OXCE Future plans
Post by: krautbernd on April 08, 2019, 03:15:03 pm
I really hat to bring this up (again), but are there any news regarding the different hangar sizes?
Title: Re: OXCE Future plans
Post by: Yankes on April 08, 2019, 11:14:41 pm
right now on shelf, but at some time I can back to it.
Title: Re: OXCE Future plans
Post by: krautbernd on April 09, 2019, 02:45:22 pm
right now on shelf, but at some time I can back to it.
On the risk of sounding selfish - please do. I don't do much modding, but this is probably the most important addition i'm waiting for right now.
Title: Re: OXCE Future plans
Post by: Biggieboy on April 09, 2019, 03:02:46 pm
On the risk of sounding selfish - please do. I don't do much modding, but this is probably the most important addition i'm waiting for right now.

Did you try Building Mod pack? (with Large Hangar)
Title: Re: OXCE Future plans
Post by: krautbernd on April 09, 2019, 03:36:01 pm
Did you try Building Mod pack? (with Large Hangar)
Buildings aren't the problem, it's about the game supporting multiple craft and hangar sizes. Creating a 1x1 hangar is easy. The hard part is allowing only certain craft to use it.
Title: Re: OXCE Future plans
Post by: Biggieboy on April 09, 2019, 06:03:08 pm
Buildings aren't the problem, it's about the game supporting multiple craft and hangar sizes. Creating a 1x1 hangar is easy. The hard part is allowing only certain craft to use it.

Its not 1x1, its 3x3 with 4 craft capacities, and Large workshop with 1 craft cap. But yes, only 1 craft show, not more.
Title: Re: OXCE Future plans
Post by: Yankes on April 09, 2019, 10:11:45 pm
This I want implement is that each hangar can accept only some types of craft. Image rocket launcher pad that allow only IBM, or garage that allows cars, not space ships.

Probably biggest problem was automatic handling of free space. You have X^Y combinations to check. Last time I worked on this it did needed lot of testing to work correctly. And testing is not thing that programmers like doing :>
Title: Re: OXCE Future plans
Post by: krautbernd on April 09, 2019, 10:50:45 pm
Its not 1x1, its 3x3 with 4 craft capacities, and Large workshop with 1 craft cap. But yes, only 1 craft show, not more.

Again, this is about being able to assign actual craft and hangar sizes/types, not about buildings.
Title: Re: OXCE Future plans
Post by: Alex_D on April 10, 2019, 04:29:49 am
Probably biggest problem was automatic handling of free space. You have X^Y combinations to check. Last time I worked on this it did needed lot of testing to work correctly. And testing is not thing that programmers like doing :>

We the players are for testing :-)
What is the structure of the space management you planned?


On another topic: Recalling the last reading of the mind probe (and similar devices). Like it's done with the Motion Scanner, is there any combination of of keys that would allow the player to see again the last mind probe read? Currently I take a screenshot, but that's not an elegant solution.
Title: Re: OXCE Future plans
Post by: Solarius Scorch on April 10, 2019, 11:42:58 am
Yankes, are you planning to enable displaying several crafts per hangar as well?
Title: Re: OXCE Future plans
Post by: krautbernd on April 10, 2019, 03:42:52 pm
Probably biggest problem was automatic handling of free space. You have X^Y combinations to check. Last time I worked on this it did needed lot of testing to work correctly. And testing is not thing that programmers like doing :>

Would this still be a problem if the sizes are exclusive? As in, only one size can be assigned per craft/hangar?

Default/vanillar hangar or non-defined size defaults to 1, number of free slots per hangar also defaults to 1 if not assigned to not break compatibility. Check the largest hangar size and max. number of total hangar slots per size, create an array with 1:[largest size] lines and 1:[max. hangar slots] columns. Write a 1 for every free slot per size. The sum of the array gives you your total slots.

Do the same for the crafts. Pad both arrays accordingly. Substract the craft array from the hangar array. The sum of the resulting array is your (total) free hangar space. Check the sums of the individual line vectors. If any of those are 0 or negative there is no free space for that type of craft.

Disclaimer: Above is (a probably overcomplicated way of) how i would implement this in matlab. I'm very bad at matlab and have no idea how this should actually be implemented.


You could always allow multiple sizes later on, but i for one would be happy to even be able to assign one type of size per craft/hangar. I think having multiple sizes per hangar while also having multiple slots per hangar might be overly complicated, at least for an initial implementation.
Title: Re: OXCE Future plans
Post by: Yankes on April 10, 2019, 09:52:17 pm
Yankes, are you planning to enable displaying several crafts per hangar as well?
Right now I do not write any code that would do this, but overall functionality have explicit link between crafts and hangars.

Again, this is about being able to assign actual craft and hangar sizes/types, not about buildings.
Low level testing, I even do not run game once, probably over moth of coding without any tests. And I know first report: "game crash" and this will not help much.


Would this still be a problem if the sizes are exclusive? As in, only one size can be assigned per craft/hangar?

Default/vanillar hangar or non-defined size defaults to 1, number of free slots per hangar also defaults to 1 if not assigned to not break compatibility. Check the largest hangar size and max. number of total hangar slots per size, create an array with 1:[largest size] lines and 1:[max. hangar slots] columns. Write a 1 for every free slot per size. The sum of the array gives you your total slots.

Do the same for the crafts. Pad both arrays accordingly. Substract the craft array from the hangar array. The sum of the resulting array is your (total) free hangar space. Check the sums of the individual line vectors. If any of those are 0 or negative there is no free space for that type of craft.

Disclaimer: Above is (a probably overcomplicated way of) how i would implement this in matlab. I'm very bad at matlab and have no idea how this should actually be implemented.


You could always allow multiple sizes later on, but i for one would be happy to even be able to assign one type of size per craft/hangar. I think having multiple sizes per hangar while also having multiple slots per hangar might be overly complicated, at least for an initial implementation.
First of all, I paned that each hangar can store selected types of crafts, and this can overlap with other hangars. This mean one hangar can be used to store A, B or C, another can store A or B, and last hangar only B. Now depending order in with you allocate you can end up with free hangars and not allocated crafts.
e.g.  first get craft A, second B and last one cant fit C because only allow B. And now consider that you have 16 hangars and 16 crafts with different types.

Over all I write already algorithm that should solve this in some effective manner but it need lot of testing to fix all corner cases.


For any one interested WIP branch: https://github.com/Yankes/OpenXcom/commit/08bc53208f0e9dabdfccc323f5c6ac1a4c826bf9
Title: Re: OXCE Future plans
Post by: krautbernd on April 11, 2019, 05:08:56 pm
For any one interested WIP branch: https://github.com/Yankes/OpenXcom/commit/08bc53208f0e9dabdfccc323f5c6ac1a4c826bf9

I take it those changes aren't implemented in the nightlies?
Title: Re: OXCE Future plans
Post by: Meridian on April 11, 2019, 05:10:16 pm
No WIP is ever in nightlies.
Title: Re: OXCE Future plans
Post by: Yankes on April 11, 2019, 08:16:38 pm
Or in OXCE, this is simple state of my not finished work on this feature. When it will be done, then I will add it to OXCE.
Title: Re: OXCE Future plans
Post by: karnaugh_map on May 26, 2019, 08:16:15 pm
Fitting various craft into various hangers sounds a lot like the knapsack problem (https://en.wikipedia.org/wiki/Knapsack_problem). Good luck!
Title: Re: OXCE Future plans
Post by: mercy on September 02, 2019, 03:29:09 pm
Any possibility to display kung-fu / martial arts moves for the soldiers? To visually make your job easier:
I guess the first frame of the new animation  should start from the resting pose you have = standing soldier, like now. Then continuing from that normal standing pose an animation that plays out a full a high kick for example, ending back in a pose near the resting pose. Maybe in a frame that is closer to the normal standing pose, but with some slightly bent knees and hands raised, to allude to being in "MMA mode" ?

Do you see it possible playing out additional animations, like this, if you have the new sprite sheet available that begins with your current standing soldier anim frame?
Title: Re: OXCE Future plans
Post by: mercy on September 02, 2019, 03:34:17 pm
Big Ships for XCOM:
The other day I was reading the big government / alien ship reports / results of interrogations and I thought what if XCOM could get a hold of those big ships? Shrine ship or a two decker gunboat?   Seizing ships?  Hauling one of the bigger trader or two-decker ships home and starting to repair them for 1 or 2 months.          Ah, forget it. Just a silly thought.
Title: Re: OXCE Future plans
Post by: krautbernd on September 02, 2019, 05:00:13 pm
Any possibility to display kung-fu / martial arts moves for the soldiers? To visually make your job easier:
I guess the first frame of the new animation  should start from the resting pose you have = standing soldier, like now. Then continuing from that normal standing pose an animation that plays out a full a high kick for example, ending back in a pose near the resting pose. Maybe in a frame that is closer to the normal standing pose, but with some slightly bent knees and hands raised, to allude to being in "MMA mode" ?
Wouldn't that require different combat modes to begin with? Also, seeing how all forms of combat have to be handled on a "per item" basis (including the pseudo melee / integrated weapons options) you'd probably have to include extended sprite sheets for all soldiers in the weapon definition and be able to link to the correct sprite sheet.
Big Ships for XCOM:
The other day I was reading the big government / alien ship reports / results of interrogations and I thought what if XCOM could get a hold of those big ships? Shrine ship or a two decker gunboat?   Seizing ships?  Hauling one of the bigger trader or two-decker ships home and starting to repair them for 1 or 2 months.          Ah, forget it. Just a silly thought.
Isn't this possible alrady? Spawn an item in the mission that is used to manufacture said ship/craft/whatever. I don't think that this would need any added functionality in OXCE.
Title: Re: OXCE Future plans
Post by: mercy on September 02, 2019, 08:09:09 pm
Wouldn't that require different combat modes to begin with? Also, seeing how all forms of combat have to be handled on a "per item" basis (including the pseudo melee / integrated weapons options) you'd probably have to include extended sprite sheets for all soldiers in the weapon definition and be able to link to the correct sprite sheet.
I meant for "punch!" and for any already existing moves, like the martial arts for Gals and those kicks for the gnomes.  Instead of a mini hurricane / whirlwind sprite effect, "the gnome girl's normal standing sprite" would be replaced with the first sprite from the "kick" spritesheet and the entire action would end in the position "the gnome girl's normal standing sprite".
This was done beautifully, albeit a little bit too fast in Tactics Ogre: Let Us Cling Together.
Title: Re: OXCE Future plans
Post by: krautbernd on September 02, 2019, 10:02:18 pm
I meant for "punch!" and for any already existing moves, like the martial arts for Gals and those kicks for the gnomes.  Instead of a mini hurricane / whirlwind sprite effect, "the gnome girl's normal standing sprite" would be replaced with the first sprite from the "kick" spritesheet and the entire action would end in the position "the gnome girl's normal standing sprite".
Hit sprite effects are simply overlaid unto unit sprites, and afaik they don't take direction/facing into account. Simply replacing them wouldn't work. You'd probably have to have separate hit animations for every facing direction for every unit type/variety (including skin tones+armor variants).
Title: Re: OXCE Future plans
Post by: Yankes on September 02, 2019, 10:19:45 pm
Different hit animation is partially available in scripts, you can add new sprite that represents melee hit but you do not have all needed info to make it work correctly.
https://www.youtube.com/watch?v=q0-RwIvLUxw units on this video are NOT rotating, only script enforce rotation of sprites.

Right now only thing that scripts lacks is detection of moment when start playing this new animation.
Title: Re: OXCE Future plans
Post by: mercy on September 02, 2019, 11:49:37 pm
Different hit animation is partially available in scripts, you can add new sprite that represents melee hit but you do not have all needed info to make it work correctly.
https://www.youtube.com/watch?v=q0-RwIvLUxw units on this video are NOT rotating, only script enforce rotation of sprites.

Right now only thing that scripts lacks is detection of moment when start playing this new animation.

Nice video, thank You! I see this will have to be commissioned too.