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Messages - Meridian

Pages: [1] 2 3 ... 614
1
OXCE Bugs / Re: 2 new bugs in Oxce android 8.0, X-Com files 3.6b
« on: January 14, 2025, 10:38:51 pm »
Maybe it's worth playing with Android display mode "Low profile" or "Always shown" then, instead of "Immersive".
That could help.

2
Doesn't raise my interest much, to be honest.
But if there's other modders who'd be interested, I guess it's doable.

Just be aware, if it's this easy to take the player's favorite OP pre-primed grenades in all pockets away... it's also this easy for the player to just mod it back and negate all your balancing efforts.

3
OXCE Bugs / Re: 2 new bugs in Oxce android 8.0, X-Com files 3.6b
« on: January 14, 2025, 09:46:05 pm »
Well, I played around 15 minutes on my phone (2-year old Samsung with Android 14) and I couldn't see any weird behavior.

I could not use all the settings I saw in your video however, for example I played only on 320x200 resolution, because anything bigger I would not be able to control with my fingers... you probably have a tablet or some bigger device if you can use a bigger resolution.

I don't have a device, where I could try bigger resolutions.

The most important thing however is, between OXCE 7.15 and OXCE 8.0, there was literally no change that could have any impact on this.
So this cannot really be a new bug. (Unless I am missing something of course... never say never.)
I'd guess it's either an already older issue, or maybe a different game setting, or maybe a different device setting.

5
OXCE Bugs / Re: 2 new bugs in Oxce android 8.0, X-Com files 3.6b
« on: January 13, 2025, 11:16:47 pm »
I can't see/recognize anything in that video, it's too small.

And how did you even manage to run OXCE in Portrait mode?
It should run only in Landscape mode, as far as I know.

6
OXCE Suggestions NEW / Re: Method of training bravery/mana on geoscape
« on: January 13, 2025, 11:05:05 pm »
Sorry, I consider only modding suggestions raised by modders.

More info here: https://openxcom.org/forum/index.php?topic=11631.0

7
OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« on: January 13, 2025, 04:07:20 pm »
...why not simply cast it to Uint32 then?
Anyway, is it possible for us to change those strings to numbers now to avoid having to escape those non-printable characters? Or are there backwards-compatibility issues?

We want "new" OXCE saves to work with older OXCE versions... and also with OXC... so far we were able to maintain that compatibility (which is almost unbelievable).

If we can't find (yet another) workaround, then I would prefer keeping the saves as they are now.

8
OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« on: January 13, 2025, 11:05:40 am »
Btw, the "tileIndexSize", "tileFireSize" etc nodes... why exactly are these nodes being serialized as strings? The values are Uint8 type, so one would expect them to be saved as numbers and not strings.

If I remember correctly, it's because certain yaml-cpp versions can/could not serialize/deserialize `Uint8` correctly and the game crashed.
So a workaround was made to save them as `char`.

9
OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« on: January 13, 2025, 11:03:29 am »
We use only 2 non-printing characters in strings really.

Code: [Select]
Unicode::replace(s, "{SMALLLINE}", "\x02"); // Unicode::TOK_NL_SMALL
Unicode::replace(s, "{ALT}", "\x01"); // Unicode::TOK_COLOR_FLIP

And from all fields in the save file, only 1 or 2 can actually contain them.

I wanted to manually replace \x01 with \\x01 but saving it was a bit confusing.
The same string gets saved differently depending on whether quotes are used or not.
See below, why is that the case?

Code: [Select]
std::string converted = "abc\\x01def";
headerWriter.write("craftOrBase", converted).setAsQuoted();
headerWriter.write("craftOrBase2", converted);

craftOrBase: "abc\\x01def"
craftOrBase2: abc\x01def

I would like to save it as

Code: [Select]
craftOrBase: "abc\x01def"

but I could not find a way how to do that?

10
OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« on: January 12, 2025, 08:43:41 pm »
Good to know it's equivalent.
(I missed that older post.)

In that case, it's low prio, and should be done only for a few selected nodes, if at all.

11
OXCE Suggestions NEW / Re: Patrol above landed UFO
« on: January 12, 2025, 08:37:40 pm »
Option 1: `allowLanding: false` on the interceptor ruleset: https://openxcom.org/forum/index.php?topic=5585.0

Option 2: `oxceGeoSuppressLandingWithoutEquipment: true` in options.cfg and no equipment onboard: https://openxcom.org/forum/index.php?topic=12297.0

15
To use this ability players would click on "Don't Reselect" with the middle mouse button. The button will then select the closest active soldier while simultaneously flagging the previous soldier as inactive, preventing repeats.

Done.

https://github.com/MeridianOXC/OpenXcom/commit/4fa59c3283a79b5535c49db122817c9fa6f524cf

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