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Topics - Meridian

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1
Translations / HELP: Windows Installer translation completion
« on: February 26, 2024, 08:32:55 pm »
Hi guys,

the windows installer is missing a single translation in many languages... maybe we can change that?

https://app.transifex.com/openxcom/openxcom/installer/

The string is "Installation folder is not portable." or if that's hard to translate then you can also describe it as "The installation folder doesn't support portable installation."


Missing languages:

Arabic (ar)
Bulgarian (bg)
Danish (da)
German (de)
Estonian (et)
Finnish (fi)
French (fr)
Croatian (hr)
Hungarian (hu)
Icelandic (is)
Japanese (ja)
Dutch (nl)
Portuguese (Brazil) (pt_BR)
Serbian (sr)
Swedish (sv)
Ukrainian (uk)
Chinese (China) (zh_CN)
Indonesian (Indonesia) (id_ID)
Portuguese (Portugal) (pt_PT)
Spanish (Latin America) (es_419)
Chinese Simplified (zh-Hans)
Norwegian (no)
Chinese (Taiwan) (zh_TW)
French (Canada) (fr_CA)

2
OXCE Bugs / [bug] Extra ammo recovered in multi-stage missions
« on: February 18, 2024, 11:51:58 am »
TFTD, with alien colony on the globe

1. remove all harpoons and harpoon clips from the craft and stores, keep only 1 of each
2. take both on the alien colony mission
3. throw the loaded harpoon out from the Triton on the ground (will be recovered if you win a mission)
4. go to green exit area and abort stage 1
5. kill all aliens in stage 2 (i.e. win the mission)

In Debriefing, you'll see 1 extra harpoon clip in LOOT.
In the base, you'll see 1 harpoon + 2 clips (instead of 1 harpoon + 1 clip).

3
The "Right click to delete." label was replaced by a toggle button with the same name.

When the button is toggled (pressed down), a tap represents a right-click... thus allowing to delete items.

4
OXCE Suggestions DONE / [DONE] Support for infinite production on mobile
« on: January 27, 2024, 04:48:53 pm »
Added two more buttons, which simulate a right-click.

Up arrow sets the production to infinite.
Down arrow sets the production to minimum.

5
Thanks for the response, Meridian. I have cleaned the list, here is the revised version:

3. RESEARCH: FALSE FOR UFOPAEDIA ARTICLES
Priority: low
Justification: Lack of this option causes confusion with some Piratez players and there's no other way of clearing it up easily (without sacrificing some gameplay).
Clarifications: It's an inversion of "requires". With this, the article only displays when you do not have a given research. It would have to be compatible with requires. For example:
* You find a Plasma Pistol. You can immediately research it regardless of any research prerequisites. It will display an article saying "we think it's an alien weapon, blah blah"
* Later you collect enough knowledge to examine the item in full, which gives you full info, and the old article disappears.
So essentially there are two different articles, which never appear at the same time.
One problem I'm not sure how to approach is writing such rulesets for items. Continuing the plasma pistol example, the "early" research/article could not be STR_PLASMA_PISTOL, because it would conflict with the later article, which would also need to be STR_PLASMA_PISTOL, else the article wouldn't work properly. But it can't be some other string, because then the needItem command wouldn't work. I don't have a good solution at the moment.

The inversion of "requires" is doable, but I don't think it's the best approach.
Also, it might have performance implications in huge mods (for reasons).

I'd rather do something similar to "disables:" in research ruleset (https://openxcom.org/forum/index.php/topic,5482.msg86298.html#msg86298), but you'll specify the names of ufopedia articles to disable (permanently).
Would that cover the requirement?

About the problem with "needitem"... it is now possible to specify a different "neededItem", so it should not be a problem anymore: https://openxcom.org/forum/index.php/topic,8653.msg160505.html#msg160505

However, the problem I see is the middle-clicking on a pistol for example... I can't see a way how the game would determine whether it should open an article called STR_PLASMA_PISTOL or some other article with unpredictable name, e.g. STR_PLASMA_PISTOL_EARLY.
Any ideas here? If not, is the "disables" feature still useful with this (big) caveat?

6
Split into separate sections to improve readability.

7
OXCE Suggestions NEW / [OXCE] How to request a new feature?
« on: December 09, 2023, 01:22:37 pm »
1. Open a new thread in this board (https://openxcom.org/forum/index.php/board,35.0.html)

2. Give it a good name

3. Describe what you want to achieve (e.g. via use case, example, etc.)

4. Don't panic if I don't respond immediately


Guidelines:
- one thread = one feature request... if you put more than one request into a thread, there's a good chance I will ignore it completely as spam
- describe the requirement/problem, not only the solution... there are many solutions to the same problem, and I will likely come up with a different solution (so if the problem is not described well, you will be double-disappointed, because I will do a different solution than you wanted AND the problem might not even be solved)
- I accept QoL features from anyone (modders and players)
- I accept modding features ONLY from modders (either established modders, or new modders who have already published at least something non-trivial)
- I do not accept private requests (i.e. some new feature for your own private mod, which you will not share with anyone)
- I don't have much time anymore, don't panic if I don't answer within 1 day... written answer and/or just a categorization of the request can take several weeks, implementation can take months or even years depending on complexity and priority
- this is not my job, it's a hobby
- if I reject your request (https://openxcom.org/forum/index.php/topic,6498.0.html), don't take it personally... I am also entitled to my own opinion

Also, if you're a DEV wanting to contribute a new feature:
- do not just make a PR
- open a request here like everyone else, where we will first discuss if the feature is suitable for OXCE and if the solution is suitable for OXCE
- if github had an option to disable PRs, I would disable it already long ago... but it doesn't, so don't blame me

8
Quote
I think I found a bug that might be related to new inventory
glamour keeps stockpiling on armor
it adds +1 after every mission when glamorous outfit is used
not sure if glamour is cloned or just stockpiled on armor
getting rid of it is relatively easy, X to drop all then recreate the loadout manually

9
when a unit has low TU, e.g. 5 TU, it walks through a door without opening it

expected: cannot make a move (not enough TU)

@yankes: introduced in this commit: https://github.com/MeridianOXC/OpenXcom/commit/cefeaf6b65a28cfc4001bf018f74315da36464d6
please check

save attached

10
OXCE Suggestions DONE / [DONE][Suggestion] Sort soldiers by craft
« on: May 07, 2023, 05:16:56 pm »
Well, I tend to not move my soldiers around much, because many of them are on fixed positions (tanks at the front, archers at the back of Menace, etc.). So I have to scroll a lot to see all the people on this craft... It would be nice to have an option to sort by craft, but otherwise keep the previous order.

added in OXCE 7.9.2

11
Here's a summary of various features added in OXCE v7.9
I will put it here on one place instead of spreading it across multiple older posts.

Related posts:
1. Spawning units (e.g. brainsucker launcher): https://openxcom.org/forum/index.php/topic,6535.0.html
2. Spawning items (e.g. flare launcher): https://openxcom.org/forum/index.php/topic,10823.0.html

--

Spawning zombies is vanilla, attribute `zombieUnit`.

OXCE added the following options in the past: `zombieUnitByArmorMale`, `zombieUnitByArmorFemale`, `zombieUnitByType`.

OXCE also added a chance to spawn, using attribute `specialChance`.
However this attribute is also used for other things, so now in OXCE v7.9 it is possible to explicitly define just the chance for spawning zombies using attribute `zombieUnitChance`.
If not defined, `specialChance` is still used as fall-back.

Also, it is now (since OXCE v7.9 since OXCE v7.11.4) possible to define the faction of the spawned zombie using attribute `zombieUnitFaction` (default is hostile faction).
-1 means "same faction as the attacker"

--

Spawning units is available for a longer time now too in OXCE.
Using `spawnUnit` and `spawnUnitFaction`.

In OXCE v7.9, a new attribute `spawnUnitChance` was added to control spawn chance.
If not defined, `specialChance` is used as fall-back.

--

Spawning items is new in OXCE v7.9.

Attributes: `spawnItem` and `spawnItemChance`.
If not defined, `specialChance` is used as fall-back.

12
In Stats for Nerds, with DEBUG turned on, on the very bottom.

See screenshot.

13
OXCE Suggestions DONE / [DONE] Persistent geoscape debug log
« on: April 22, 2023, 10:58:25 pm »
Example:

Code: [Select]
geoscapeDebugLog:
  - "month: 0 script: gameStart id: 1 type: STR_ALIEN_RESEARCH race: STR_SECTOID region: STR_NORTH_AFRICA targetZone: -1 targetArea: -1"
  - "month: 0 script: recurringTerror id: 2 type: STR_ALIEN_TERROR race: STR_FLOATER region: STR_NORTH_AFRICA targetZone: 3 targetArea: 1"
  - "gameTime: 1999-01-01 14:00:00 ufoId: 1 ufoType: STR_SMALL_SCOUT race: STR_SECTOID region: STR_NORTH_AFRICA trajectory: P0 missionId: 1 missionType: STR_ALIEN_RESEARCH"
  - "gameTime: 1999-01-01 14:30:00 ufoId: 2 ufoType: STR_MEDIUM_SCOUT race: STR_FLOATER region: STR_NORTH_AFRICA trajectory: P1 missionId: 2 missionType: STR_ALIEN_TERROR"
  - "gameTime: 1999-01-05 18:00:00 ufoId: 3 ufoType: STR_MEDIUM_SCOUT race: STR_SECTOID region: STR_NORTH_AFRICA trajectory: P2 missionId: 1 missionType: STR_ALIEN_RESEARCH"
  - "gameTime: 1999-01-11 07:00:00 ufoId: 4 ufoType: STR_LARGE_SCOUT race: STR_FLOATER region: STR_NORTH_AFRICA trajectory: P1 missionId: 2 missionType: STR_ALIEN_TERROR"
  - "gameTime: 1999-01-15 02:00:00 ufoId: 5 ufoType: STR_LARGE_SCOUT race: STR_SECTOID region: STR_NORTH_AFRICA trajectory: P4 missionId: 1 missionType: STR_ALIEN_RESEARCH"
  - "gameTime: 1999-01-19 09:00:00 ufoId: 6 ufoType: STR_TERROR_SHIP race: STR_FLOATER region: STR_NORTH_AFRICA trajectory: P0 missionId: 2 missionType: STR_ALIEN_TERROR"
  - "gameTime: 1999-01-23 07:00:00 ufoId: 7 ufoType: STR_TERROR_SHIP race: STR_FLOATER region: STR_NORTH_AFRICA trajectory: P7 missionId: 2 missionType: STR_ALIEN_TERROR"
  - "gameTime: 1999-01-23 10:35:55 siteId: 1 siteType: STR_TERROR_SITE race: STR_FLOATER region: STR_NORTH_AFRICA city: STR_CAIRO deployment: STR_TERROR_MISSION missionId: 2 missionType: STR_ALIEN_TERROR"
  - "gameTime: 1999-01-24 06:00:00 ufoId: 8 ufoType: STR_LARGE_SCOUT race: STR_SECTOID region: STR_NORTH_AFRICA trajectory: P4 missionId: 1 missionType: STR_ALIEN_RESEARCH"
  - "month: 1 script: recurringTerror id: 3 type: STR_ALIEN_TERROR race: STR_SECTOID region: STR_SOUTH_AMERICA targetZone: 3 targetArea: 2"
  - "month: 1 script: recon id: 4 type: STR_ALIEN_ABDUCTION race: STR_FLOATER region: STR_EUROPE targetZone: -1 targetArea: -1"
  - "gameTime: 1999-02-01 02:00:00 ufoId: 9 ufoType: STR_MEDIUM_SCOUT race: STR_SECTOID region: STR_SOUTH_AMERICA trajectory: P1 missionId: 3 missionType: STR_ALIEN_TERROR"
  - "gameTime: 1999-02-06 01:30:00 ufoId: 10 ufoType: STR_LARGE_SCOUT race: STR_SECTOID region: STR_SOUTH_AMERICA trajectory: P1 missionId: 3 missionType: STR_ALIEN_TERROR"
  - "gameTime: 1999-02-10 01:30:00 ufoId: 11 ufoType: STR_SMALL_SCOUT race: STR_FLOATER region: STR_EUROPE trajectory: P0 missionId: 4 missionType: STR_ALIEN_ABDUCTION"
  - "gameTime: 1999-02-12 00:30:00 ufoId: 12 ufoType: STR_TERROR_SHIP race: STR_SECTOID region: STR_SOUTH_AMERICA trajectory: P0 missionId: 3 missionType: STR_ALIEN_TERROR"
  - "gameTime: 1999-02-20 07:00:00 ufoId: 13 ufoType: STR_TERROR_SHIP race: STR_SECTOID region: STR_SOUTH_AMERICA trajectory: P7 missionId: 3 missionType: STR_ALIEN_TERROR"
  - "gameTime: 1999-02-20 10:57:25 siteId: 2 siteType: STR_TERROR_SITE race: STR_SECTOID region: STR_SOUTH_AMERICA city: STR_BUENOS_AIRES deployment: STR_TERROR_MISSION missionId: 3 missionType: STR_ALIEN_TERROR"
  - "gameTime: 1999-02-23 04:00:00 ufoId: 14 ufoType: STR_MEDIUM_SCOUT race: STR_FLOATER region: STR_EUROPE trajectory: P1 missionId: 4 missionType: STR_ALIEN_ABDUCTION"
  - "gameTime: 1999-02-27 00:00:00 ufoId: 15 ufoType: STR_LARGE_SCOUT race: STR_FLOATER region: STR_EUROPE trajectory: P3 missionId: 4 missionType: STR_ALIEN_ABDUCTION"
  - "month: 2 script: recurringTerror id: 5 type: STR_ALIEN_TERROR race: STR_SECTOID region: STR_SOUTH_AMERICA targetZone: 3 targetArea: 0"
  - "month: 2 script: recon id: 6 type: STR_ALIEN_RESEARCH race: STR_SECTOID region: STR_CENTRAL_ASIA targetZone: -1 targetArea: -1"

To help debug geoscape game issues, a persistent log was added.
Persistent = in the save file.

By default, it can hold 1000 entries.
Players and modders can change it to smaller or bigger using `oxceGeoscapeDebugLogMaxEntries: 1000` in options.cfg

The log contains the following events:
1. geoscape event popups
2. ufo spawns
3. alien base spawns
4. mission site spawns
5. alien base upgrades
6. monthly mission generation
7. monthly geoscape event generation
8. irregular geoscape event generation

14
If you want the original back, you can use `oxceFirstPersonViewFisheyeProjection: true` in options.cfg

See attached screenshot for comparison.

15
OXCE Suggestions DONE / [DONE] Click to open folder location
« on: April 22, 2023, 10:25:34 pm »
Under "Options > Folders", you can now click on the folder name to open it.

Works on Windows and macOS.

Doesn't work on Android (yet).

Maybe works on Linux... to be tested.

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