Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - grrussel

Pages: [1] 2
Suggestions / [FEATURE] Terrain Type display on mouse hover
« on: September 08, 2015, 10:38:48 pm »
I can't keep track in my head what each shade of blue means with respect to the terrain; I'd like to see that in the UI somewhere (in UFO, it was easier, the colours are more distinct and there were less terrain types?)

The point is that some terrains make battle easier or harder, and it would be nice to know if now is a good time to down that USO, or if I should wait a bit more.

Open Feedback / Feedback from OpenXCOM TFTD
« on: August 11, 2015, 11:39:00 pm »
So far, so good: loving it;

Gods, it got difficult quick. I tried veteran, and the only missions I seemed to get were terror sites... with rookies and starter weapons, eek!

Started again on 'beginner'

So far, all terror missions occur at night, without exception; should they? In the original, the targetting bug let you delay until dawn, but not OpenXCOM, afaict!

The highlight so far was being hit (well, near misses, but same results!) by 4 disrupter pulse missiles, killing 11 of the 14 strong squad, most still in the sub, (the one that ran got shot subsequently, the lone survivor went beserk and shot his sole other remaining comrade, before eventually regaining control and bailing with the sub. I guess it wasn't a great idea to land a triton right next to the intact medium sub.

Other highlight was the lobsterman that climbed up on the triton roof and kept killing any trooper who came out for a shot; its supposed to be my sniper vantage for the initial deployment

Its July, and I have no surviving aquanauts from January. I know of one base I need to deal with, I am still only with plastic aqua armor, have researched all alien non-melee weapons.

Still alive!

The dots on the geoscope for Alien base / terror site seem small relative to Xcom bases, quite hard to see,

Builds & Ports / OSX build error
« on: May 04, 2015, 07:06:33 pm »
c++ -Wall -Wextra -O2 -Wall -Wextra -DOSX -D_GNU_SOURCE=1 -D_THREAD_SAFE -I/usr/local/include/SDL -I/usr/local/Cellar/yaml-cpp/0.5.1/include  -c -o ../obj/RNG.o Engine/RNG.cpp
Engine/RNG.cpp:104:15: error: use of undeclared identifier 'rand'
        return (int)(rand() % (max - min + 1) + min);
1 error generated.

I believe the stdlib.h header needs included, explicitly, in the .cpp file.


Programming / Build fix for OSX 10.9
« on: March 31, 2014, 10:03:19 pm »

Fixes the OSX autobuilder.

L/usr/local/lib -L/usr/local/Cellar/yaml-cpp/0.5.1/lib -lSDLmain -lSDL -Wl,-framework,Cocoa -lyaml-cpp  -lSDL_gfx -lSDL_mixer -lSDL_image -framework OpenGL -o ../bin/openxcom
Undefined symbols for architecture x86_64:
  "OpenXcom::ComboBox::MAX_ITEMS", referenced from:
      OpenXcom::ComboBox::setDropdown(int) in ComboBox.o
      OpenXcom::ComboBox::setOptions(std::__1::vector<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::allocator<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > const&) in ComboBox.o
      OpenXcom::ComboBox::setOptions(std::__1::vector<std::__1::basic_string<wchar_t, std::__1::char_traits<wchar_t>, std::__1::allocator<wchar_t> >, std::__1::allocator<std::__1::basic_string<wchar_t, std::__1::char_traits<wchar_t>, std::__1::allocator<wchar_t> > > > const&) in ComboBox.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make: *** [../bin/openxcom] Error 1

Programming / Depixelating
« on: February 27, 2014, 12:09:36 am »

Programming / Sort saved game list by game date and time
« on: May 27, 2013, 01:59:13 am »
Patch is attached.

These currently always have the default base layout.

Might be nice to be able to edit the base layout, too! ( XCOM tower defence, hmm)

Programming / 0.9 Build fixes for OSX
« on: May 07, 2013, 11:36:38 pm »
Here is a diff to allow OpenXCOM 0.9 (or at least, todays current git source) to build on OSX 10.7 via Makefile.simple as was possible before in 0.5

Fixes are a) not including headers not present (malloc.h) and b) OpenGL includes, use of -framework, and not redefining glCreateProgram etc

Since now there is a linker command line difference e.g. OSX adds -framework OpenGL to link step, there is now a named OSX target in the makefile (As was there previously for Dingoo)

Programming / Messing with yaml save games
« on: November 16, 2012, 11:56:56 pm »
Given a save file on the battlescape, generates a PNG map showing live + dead units, colour coded.

Fun parsing YAML! (slow on big save files)

def load():
   f = open("/Users/grrussel/Library/Application Support/OpenXcom/boom3.sav")
   import yaml
   dd = []
   for data in yaml.load_all(f):

   bg = dd[1]["battleGame"]
   return bg

b = load()

w = b["width"]
h = b["height"]
l = b["length"]

from PIL import Image
im ='RGB',(w,l))

tiles = b["tiles"]

units = b["units"]
for u in units:
   pos = u["position"]
   x,y = pos[0],pos[1]
   faction = u["faction"]
   health  = u["health"]
   col = (255,0,0) if faction == 0 else (0,0,255)
   col = (255,255,255) if health == 0 else col
   im.putpixel((x,y), col)"xxx.png")

Builds & Ports / Compiling with Homebrew on OSX
« on: November 12, 2012, 11:48:17 pm »
I have written a build formula for the homebrew ports system on OSX

Install brew as shown on

add the extra setup for games

   brew tap homebrew/game

See github for the openxcom formula file at present

Until that is pulled into the official repo, you will need that put explicitly into /usr/local/Library/Taps/homebrew-games/openxcom.rb

  brew install openxcom

and all the dependencies are fetched and built.

If you add --HEAD to the install command the latest git source is used.

Offtopic / XCOM Novel
« on: November 09, 2012, 11:05:54 pm »
Yup, there really was such a novel...

Suggestions / Hardcoded number of Civilians in Terror Site missions
« on: November 07, 2012, 10:59:30 pm »
The upper limit seems set explicitly in code. Would be nice if it could be generalised to non terror missions, and settable from rulesets too.

Code: [Select]

        if (_save->getMissionType() ==  "STR_TERROR_MISSION")

Suggestions / Aliens and opened doors
« on: November 07, 2012, 10:56:03 pm »
It always seemed a bug of XCOM that Aliens never, ever close a door behind them. Its one of the quirks routinely exploited in e.g. farm terrain - an open door you did not open means an alien is nearby.

Perhaps OpenXcom can have smarter/tidier aliens.

Programming / Reducing numbers of memory allocations in game execution
« on: November 07, 2012, 10:43:51 pm »
I am looking at how to speed up OpenXCOM on very large battlescapes (because those are the most fun!) with large populations of AI actors (about 154 civilians, some large but uncertain number of Aliens) for terror missions.

Firstly, its really slow in the Alien turn. Minutes per AI turn.

Some observations: it never seems to peg the (or a) CPU at 100%. Perhaps timer driven actions with idle periods? The structure of the game loop is still opaque to me ;-)

I ran the OSX "Instruments" profiler over this. One hotspot showing up is the volume of memory allocations performed (huge) despite the relatively small overall memory usage. I have greatly reduced one instance of this pattern of quickly allocating, and then deleting, objects - in a case where the allocation is not (usually) needed, it can be avoided unless needed.

Programming / Aliens should see further
« on: November 06, 2012, 10:49:01 pm »
afaict, Aliens can see a range of "20" tiles.

Increasing that would seem to make the AI a bit more challenging. Otherwise, on open maps, it is really a bit too easy to have a scout see, hide, and the rest of the squad snipe from across the map until someone gets a hit, all from out of range.

Pages: [1] 2