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Messages - Xilmi

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1
Brutal AI / Re: Brutal-OXCE 8.3.4
« on: April 17, 2024, 04:51:54 pm »
What does CTRL button do when aiming at units? It shows some percentage value different from chance to hit, is it cover or something?
Edit: found my answer in https://openxcom.org/forum/index.php?topic=11928.0 TL;DR yes it is. ;D
Yeah, it's exposure-percentage of the unit. This is basically multiplied with the normal hit-chance at that distance if realistic-accuracy is enabled.

2
Brutal AI / Re: "Realistic accuracy and cover system" option
« on: April 13, 2024, 01:57:07 pm »
I spent a minute reading some recent commit names, and easily found a concrete example for you related to this thread: https://github.com/Xilmi/OpenXcom/commit/7d92ed64eaaf16f8738f5ec2ce932c962913e686

Huge change, no option to turn it off. One of many.
@jnarical: Why is this not gated behind your option? :o

3
OXCE Bugs / Exploitable bug in TileEngine::unitOpensDoor
« on: April 13, 2024, 01:45:51 pm »
This issue was brought up to me by the streamer https://www.twitch.tv/dasrifftierchen

And since I could reproduce it in regular OXCE and not just my fork, I thought I better bring it up here.

The bug works as follows:

When a unit with reserved time-units tries to right-click-open a door while doing so would exceed the reserved time-units, the door will still get opened.
However, the time-units will not be spent, the vision will not be updated and the door-opening-sound will not be played.

This is because in TileEngine::unitOpensDoor the function tile->openDoor is called before _save->getBattleGame()->checkReservedTU.

I think TileEngine::unitOpensDoor needs a bit of restructuring to fix this issue.

I attached a screenshot and a save with the situation prepared for testing.

4
Brutal AI / Re: "Realistic accuracy and cover system" option
« on: April 13, 2024, 12:50:57 pm »
There were certain things in OXCE that I considered outright bugs and that I've changed because I thought it would be silly to leave them in.

For example when throwing grenades you sometimes got an error message but could continue trying to throw and then it would eventually work. That was because it simulated the flight path and whenever it would hit a wall in the simulation, even though in other simulated throws the throw worked fine, it would say "nope".
So you could try until it wouldn't hit a wall in the simulation.

This also fucked the AI over because the AI had already determined that a throw is possible but then had it's simulation fail and just end up doing nothing when the intention was to throw a grenade.

Units like Celatids and Deep-Ones also severely suffered from issues regarding their arcing-projectiles.

5
Brutal AI / Re: [BUG] GUI - Extended --> Funding missalignment
« on: April 10, 2024, 08:16:06 pm »
Yeah. I remember the contribution that caused this. I honestly don't even know why I accepted it. It was just about writing numbers under each other but the author apparently also realigned text with it for no good reason.
And apparently he bulk-modified a lot of files spread all over the code without even looking at the result of what he's doing.

It was an easy fix in this case.

I'll be way more cautious about future contributions. Having to fix stuff others broke months after they did is getting a bit annoying.

6
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.12.1
« on: April 09, 2024, 11:56:12 am »
Does that work?
Yes, this helped for this issue. But I've found a new issue with something else since.

7
@jnarical:
Do you think you'll have time to take a look at the interaction of force-shooting and realistic accuracy?

I did some experiments with that yesterday and it seems like force-shooting at visible targets drastically increases hit-chance. At least according to the numbers on the cursor.

8
Brutal AI / Re: Grenade shortcut
« on: April 08, 2024, 02:56:31 pm »
I apologize in advance if I'm expressing the idea in a confused way.
Is there a possibility to reconfigure grenades without in-depth knowledge of the code and changing the fork? Just if the settings are tied to the types of grenades I would be able to change the necessary grenades just by editing them in the "ruleset".
I was planning to replace a proximity grenade with a disarm grenade
Unfortunately I think the answer is no. Alpha Centauri Bear likely only supported the grenade-types present in the base-game with this feature. Other grenades might be misidentified.
Properly supporting them too would require some additional logic to identify them by and an additional hotkey-slot to assign them to.

9
Brutal AI / Re: Grenade shortcut
« on: April 08, 2024, 02:51:39 pm »
Now, as a player, the only thing I would like to see more straightforward would be a way to eliminate the turn counter when priming the grenade. I have only seen it used once (in Stone Lake's XCF streams) and never used anything except 0 myself. IIRC BAI already does this.
It's an option under advanced=>boxce=>Battlescape and called something like "One click grenade priming" or the likes. With this option enabled you can skip the part where you select the amount of turns till explode and it will be set to 0 for everything you prime.

10
Brutal AI / Re: Grenade shortcut
« on: April 07, 2024, 07:33:55 pm »
Automated decision is never a good decision...
This sounds like a rather dogmatic anti-automation-position to me. :o


11
Brutal AI / Re: Brutal-OXCE 8.3.3
« on: April 07, 2024, 02:35:19 pm »
Is there any way to take this mod as a base, but disable all the main mod features?
I'll definitely try out the new ai, but for now I only want automated combat
Yes, all features can be separately disabled. You can disable the brutal AI and enable auto-combat if you want.

12
Brutal AI / Re: Grenade shortcut
« on: April 07, 2024, 02:30:33 pm »
I merged these from someone quite a while ago. Most likely from you.

Edit: Oh, wait, this thread existed since quite a while. It's just that there is a new reply.

So @Bonakva: Yeah, just it's not 1 or 2 because those are already in use for other things.

13
I guess that should be easy enough to change.
The original author had coded it in a way that there would just be an exception and the game crashes if there isn't a slot defined for each craft if it's more than one craft.
So my work-around was to just draw all the craft in the center, which caused the rather ugly overlap.

Changing it to just draw one of them in this case (I'd not go as far as to research which one, just whatever it would draw first) should be easy enough.

But I'm now understanding Meridian's position better and better. I didn't even accept all that many contributions but the maintenance-effort for them can become quite significant. Especially if it's in code that also underwent changes in the OXCE-code-base.

Or when I implement a feature like items in the production-queue not needing space unless work on them is started that later also gets implemented in OXCE but in a different way.

All this makes me cautious towards code-changes outside of the AI.

14
Brutal AI / Re: "Facility In Use" message without detail
« on: April 03, 2024, 12:33:16 pm »
This was probably in an attempt to make a general 'bugs' thread similar to this one.
Yeah, considering that these threads have the exact same name, the inspiration being drawn from there seems more than likely.

I personally prefer a separate threat for each issue and ideally also with a descriptive title. I think that makes it easier to keep the overview.

15
Brutal AI / Re: "Facility In Use" message without detail
« on: April 03, 2024, 12:46:03 am »
Was a relatively easy fix after I found the issue. No need to remove the entire hangar-type and multiple crafts-per hangar feature for it.

But I gotta say the thread-title sounded rather melodramatic considering what the actual nature of the problem was.  ::)

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