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Messages - beng

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1
This tells me that OXCE looks in a different place "~/oxce/" instead of "~/.local/share/openxcom".
As to why i have no idea.

One possible solution is to copy the content of "~/.local/share/openxcom" to "~/oxce/".
Or move the appimage to ยจ~/.local/share/openxcom".

I tried both methods on xubuntu, both worked. Before that i got the same error as you did.

Thanks, moving the appimage to ~/.local/share/openxcom worked.  I don't consider this issue solved as it should work when the installation guide instructions are followed and it does not, but your workaround works!

2
And what content have `/tmp/.mount_OpenXCFei8mK/`?

It is a temporary directory to mount the appimage. It has the directory structure for the data files but the UFO and TFTD folders have no data files inside.

The tmp directory is deleted when the programme ends.

3
Hi, I am using Linux Mint 21.3

I tried to install OXCE as per the instructions on the download and instllation guide, ie:

Code: [Select]
mkdir oxce && cd oxce
wget https://github.com/pedroterzero/oxce-docker/releases/download/v7.11/OpenXCOM_Extended-v7.11-x86_64.AppImage
chmod a+x OpenXCOM_Extended-v7.11-x86_64.AppImage
./OpenXCOM_Extended-v7.11-x86_64.AppImage

Running the appimage results in an error message saying ERROR: No X-COM Installations Found

The openxcom.log generated is:

Code: [Select]
[16-02-2024_21-57-42] [INFO] OpenXcom Version: Extended 7.11 (v2024-01-09)
[16-02-2024_21-57-42] [INFO] Platform: Linux
[16-02-2024_21-57-42] [INFO] Data folder is: /tmp/.mount_OpenXCFei8mK/
[16-02-2024_21-57-42] [INFO] Data search is:
[16-02-2024_21-57-42] [INFO] - /tmp/.mount_OpenXCFei8mK/
[16-02-2024_21-57-42] [INFO] - /home/beng/.local/share/openxcom/
[16-02-2024_21-57-42] [INFO] - /usr/share/xfce4/openxcom/
[16-02-2024_21-57-42] [INFO] - /home/beng/.local/share/flatpak/exports/share/openxcom/
[16-02-2024_21-57-42] [INFO] - /var/lib/flatpak/exports/share/openxcom/
[16-02-2024_21-57-42] [INFO] - /usr/local/share/openxcom/
[16-02-2024_21-57-42] [INFO] - /usr/share/openxcom/
[16-02-2024_21-57-42] [INFO] - /usr/local/share/openxcom/
[16-02-2024_21-57-42] [INFO] - /usr/share/openxcom/
[16-02-2024_21-57-42] [INFO] - /tmp/.mount_OpenXCFei8mK/usr/bin/
[16-02-2024_21-57-42] [INFO] - ./
[16-02-2024_21-57-42] [INFO] User folder is: /home/beng/oxce/
[16-02-2024_21-57-42] [INFO] Config folder is: /home/beng/oxce/
[16-02-2024_21-57-42] [INFO] Options loaded successfully.
[16-02-2024_21-57-42] [INFO] SDL initialized successfully.
[16-02-2024_21-57-42] [INFO] SDL_mixer initialized successfully.
[16-02-2024_21-57-42] [INFO] Attempted locale: C.utf8
[16-02-2024_21-57-42] [INFO] Detected locale: C.utf8
[16-02-2024_21-57-42] [INFO] Attempting to set display to 640x400x8...
[16-02-2024_21-57-42] [INFO] Display set to 640x400x8.
[16-02-2024_21-57-42] [INFO] Loading data...
[16-02-2024_21-57-42] [INFO] Scanning standard mods in '/tmp/.mount_OpenXCFei8mK/'...
[16-02-2024_21-57-43] [INFO] Scanning user mods in '/home/beng/oxce/'...
[16-02-2024_21-57-43] [INFO] FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[16-02-2024_21-57-43] [INFO] FileMap::mapExtResources(xcom1, UFO): external resources not found.
[16-02-2024_21-57-43] [ERROR] no mod masters available
[16-02-2024_21-57-43] [ERROR] No X-COM installations found

My data and config files are located in: /home/beng/.local/share/openxcom/
They work fine with OpenXcom 1.0.8

The output of ls of that directory is:

Code: [Select]
beng@beng-Mint:~$ ls /home/beng/.local/share/openxcom/
mods  openxcom.log  options.cfg  TFTD  UFO  xcom1  xcom2

Why can OXCE not see the data and config files there?

4
Could the "Predict UFO Trajectories" option be added back to OXCE? It is one of the things I prefer about OXC over OXCE. It did not cause any noticeable performance issues in OXC so why is it doing so in OXCE?

If it causes performance issues because someone is playing it on a 1990's 80286 CPU with 640K of RAM then let them leave it off in the options, but let us who are playing it on modern computers have the choice to use it please.

Screen shot from OXC:

5
Help / More info on terrain types in WORLD.DAT in OpenXcom
« on: August 12, 2023, 03:11:37 am »
On this wiki page: https://www.ufopaedia.org/index.php/WORLD.DAT
There is this info:
Code: [Select]
UFO                                    TFTD
 0: Forest / Jungle                     0: (Nothing?)
 1: Farm                                1: Pipes
 2: Farm                                2: Crashed Plane
 3: Farm                                3: Atlantis
 4: Farm                                4: Mu
 5: Mountain                            5: Sunken Galleon
 6: Forest / Jungle                     6: Sunken Liner
 7: Desert                              7: Volcanic
 8: Desert                              8: (Nothing?)
 9: Polar Ice                           9: Volcanic
10: Forest / Jungle                    10: Sunken Liner
11: Forest / Jungle                    11: Pipes
12: Polar Seas w/Icebergs              12: Mu

Is there any more detailed info on the UFO terrain types? In game I notice some textures of farmland on the globe produce missions where there are only fields and no houses. Some produce missions where there are many houses.  Which is which?

Also, what's are the different types of forest / jungle? Is there any difference between Forest/Jungle types 0, 6, 10 and 11?

Similarly, what is the difference between desert types 7 and 8?

I am modifying world.dat for a mod and would appreciate such info.

6
Yes, putting words to show what the numbers mean that would be more useful. Thanks for the info though. I was wondering what the numbers meant.

7
Question: What are the numbers at the top of the pannel in Geoscape view for?

8
Here is a small mod that is partly developed using a Windows tool (Volutar's world.dat editor) but tested in Lunux Mint 21.2 Xfce:

Globe Islands mod:
https://openxcom.org/forum/index.php/topic,543.msg157016.html#msg157016

It adds more islands to ocean areas for radar bases / alien bases, and adds more cities to the globe for more terror mission site possibilities. Also changes a few terrain assignments in different parts of the globe.

To install put the mod folder in your mods folder, in Linux Mint is is: /home/<username>/.local/share/openxcom/mods/
Replace <username> with your login name.

9
Work In Progress / Re: Globe variants
« on: August 09, 2023, 02:57:29 am »
I have made some more changes, added islands like Wake Island, Soccotra, Canary Islands, added more cities in most regions of the world so Aliens might terror attack more places (not sure if they will use them in game, like how do they decide where to terror mission?), and packaged it as a mod: Globe Islands. 

Works in OpenXcom 1.0 dev nightly and OpenXcom Extended 7.9.8 [2023-07-03] running in Linux Mint.

Note: To try this mod, start a new game. If you load saved games that were started without this mod the aliens may be using some of the old regions and waypoints.

Version Notes:

Version 0.2b: Changed country areas (used for UFO / XCOM activity calculation) to be slightly more accurate. Added alien mission areas for new Pacific islands.

Update 12 Aug 2023: Ver 0.3b - fixed region rules so UFOs should spawn missions in the new ocean areas and land on the new islands. Added a few more cities. Also adjusted country rectangles to include British, French, and US overseas territories like Guam, Hawaii, Falklands, French Guyana etc.

10
Work In Progress / Re: Globe variants
« on: August 08, 2023, 05:52:46 am »
Here, I have used volutar's world.dat editor to add more islands to the seas. Also tweaked some textures to increase terrain variety.
Update: Tweaked the world dat to add a couple more islands and change some textures.  More places for radar bases in large ocean areas.
Update: Newer version in mod form in the next post below.

11
Work In Progress / Re: Globe variants
« on: August 07, 2023, 11:42:17 pm »
okay, I re-edited. this is more accurate, free of false lakes as far as I can see, and features larger Alps, added Pyrenees as well as a greener Egypt.

while searching for good image files, I stumbled upon NASA's NEO project which has a lot of interesting image data, including bathymetric imaging of the world oceans, in high enough resolution, for free... the perfect source for geoscape editing :)

Great work @volutar and @moriarty !  A suggestion for further updates: add more islands to the large open sea areas so UFOs have more places to land in the oceans and players have more places to put bases for better radar coverage. For example:


12
Work In Progress / Re: World.dat by Bladum
« on: August 07, 2023, 10:15:06 pm »
P.S. I might edited my high-detailed version myself and didn't post it here.

volutar, your website does not work, the SSL version is not supported in modern browsers so no https.  Any new updates to your world.dat?

13
When a UFO shoots down an XCOM craft over land, it should generate an XCOM crash site.

The player can launch a transport craft with soldiers to rescue any survivors at the crash site. When they land, the battlescape should show the crashed XCOM craft and the soldiers in it who should be wounded and/or stunned. The rescue party will have to use medikits to stop them bleeding out or carry unconscious casualties onto the rescue craft and then take off.

If the player delays and does not launch the rescue mission soon enough, the aliens launch their own crash recovery mission:

The aliens start a mission to salvage the XCOM craft and abduct survivors for research. It could involve abductor or harvester that goes and lands at the XCOM crash site.

When it lands, the XCOM crash site becomes an alien salvage site.  The player can launch a ground assault on this site which will be like the rescue mission except that it now also contains a landed UFO with hostile aliens.

A successful rescue mission will recover surviving soldiers and equipment from the crash site, as well as some scrap metal and craft parts that can sold.

14
The game is set in 1999. In that year, close-air support had been a thing for some decades already.  The game could be programmed to let XCOM operatives call in air strikes like so:

In the Geoscape view, the interceptor (or other armed craft) needs to be patrolling near the ground assault site / terror site, like close enough so the site is within it's radar circle, before the ground assault mission starts.

At least one soldier in the skyranger needs to be equipped with a new item: the Forward Air Controller Radio, which can be bought on the market and is similar in size to a medikit. (Alternatively, the air strike could be called using a coloured smoke bomb, but this seems more like WWII tech than 1999).

During the mission in the battlescape, the soldier with the radio can hold it in hand and "use" it like a medikit or mind probe.  It will have an "ammo" count equivalent to whatever weapons are loaded on the nearby interceptor. 

The soldier can use the FAC radio on any square in the map to call in an air strike from patrolling interceptor on that place.

The interceptor does not have to graphically appear in the battlescape view, just it's munitions. It can be modeled as a dummy invisible object above the view from which the munitions come.  It may be simplest to have the munitions originate above the center of the battlescape map for targets near the sides, and from the nearest side for targets near the center of the map, so the rounds come in at an angle like from an aircraft.

Each use of the FAC radio will cause the interceptor to launch at the target area one of its rockets or a burst of its cannon, depending on what it is loaded with, until it runs out of ammo.  The weapon effects should be thus:

  • Cannon strafing run - an auto fire burst of 20 AP cannon rounds that sprays the designated area. The sprites for the cannon bullets can be the same as those for the HWP cannon shells. Since the cannon can shoot down UFOs, it should be damaging enough to have a random chance to make a hole in the skin of a landed UFO, like make 1 - 2 holes in a UFO for each strafing run. The area of the spread should be quite big as the cannon is not that accurate, like it should cover one field in size, so it might also riddle a farmhouse with bullet holes.
  • Stingray rocket - Can use the sprite from the HWP rocket. One Stingray rocket should do HE damage enough to make a 1 square hole in a UFO skin. It should also blow up most of a farmhouse. It should be more accurate than the cannon but also not be too precise, maybe hit within a 3 x 3 square area of the aim point.
  • Avalanche rocket - One Avalanche rocket shoud do HE damage enough to make a bigger hole in a UFO, like 2-3 square big, and completely destroy a farmhouse.  Accuracy should be better than for the stingray.

There can also be air strikes using lasers, plasma or fusion ball aircraft weapons when those are available.

These air strikes also run the risk of friendly fire as they are not 100% accurate and have an area effect so players will have to use them with caution. On Terror sites they may cause civilian collateral damage.

After the misssion ends, back in the geoscape view the interceptor will have to RTB to rearm.

An alternative to having a radio object carried by a soldier as the means to trigger an air strike is to use the Minimap in the player's interface and have the player click on the minimap to call in the air strike there. After all, the landed skyranger should have a radio that can call in the air strike.  This will also add an element of map reading skill to the use of the air strike mechanic.  Just add some buttons to the minimap to call in the airstrike.

15
OXCE Suggestions OK / [Suggestion] Auto-assign Psionic training
« on: August 06, 2023, 08:32:31 am »
To automate the assignment of soldiers to the Psi Lab for training, buttons could be added to the Psi Lab screen to do the following:
  • Auto Assign Weakest Psionic Skill Soldiers to Psi Training
  • Auto Assign Strongest Psionic Skill Soldiers to Psi Training
Similarly, the armour equipping screen could have buttons to automatically assign the best armour in the store to all soldiers, perhps in the order in which they are sorted in the skyranger so the strongest armour goes first to those standing nearest the door.

These will make these aspects of the game a bit less tedious.

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