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Messages - Shoes

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1
Yeah I think I remember seeing that in a recent playthrough. It should definitely always be "first award".

2
I see you touched a bit on the fallen star award. The intent with that award was the best squaddie would get first first award, and the best colonel would get the sixth last award. If that's how the code actually works, I forget! However, I have been looking at making changes to the code there. At the moment, the best-of medals are awarded to soldiers who have the best score among other dead soldiers; this means the first time you lose a soldier, they get an award. It's not very special. I attempted to make the code check against both living and dead soldiers, so only the truly exceptional would get an award. I haven't looked at my changes for a few weeks now, nor do I have my github set up, so I will post the code here. Maybe you can do something meaningful with it! https://hastebin.com/ucavawoyah.php

3
I think the current problem is that it loses it flavor when it's awarded incorrectly as well.  I revive a Sectoid, and I get a medal for reviving my fellow soldier.  Makes me not want to use the mod.  I'm  not sure doing nothing is the appropriate answer either.

Yeah that's true. I say make the change until the code is rectified.

4
I still lurk infrequently :) The github is a great addition!

The best solution will be to fix the code, because some of the flavor from the ufopaedia entry will be lost otherwise. I think the next best thing would be to leave as is; the loss of flavor might not outweigh the gain of being recognized for reviving NPCs ;p

5
The description for the medal reads "Given to a soldier who returned from the brink a fellow soldier." I suppose it doesn't technically say soldier of the same race! But I do think it's meant for human soldiers only. Adding commendations for reviving other faction's unit could be fun though ;p

The naming conventions used throughout the code are all out of whack. Fixing them would break saves though.

6
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: October 20, 2017, 06:47:11 pm »
I have noticed that on the statistics page the number of aliens captured seems to include saved civilians. For example I had my first terror mission from which I captured one live alien and saved two civilians. On the statistics page it showed the number of aliens captured as three. I had only had two previous missions and none had included a live capture.

Did you stun the civilians? You may have also inadvertently "captured" some aliens by shooting them, dealing non-lethal damage, but having them drop anyway. Are the number of saved civilians being reported for all of your soldiers, or just one of them?


7
Work In Progress / [EXE][CONTROLLER] Adding native "Joystick" support
« on: October 16, 2017, 02:08:57 am »
Hi all,

I am currently attempting to add native controller support to OXC. Development is being done with an Xbox controller.

At the moment, the left joystick moves the cursor, the A button is mapped to "left mouse button", and the B button is mapped to "escape key". The D-pad will also move the cursor to the nearest button in the direction clicked. It's a little wonky as it only looks at the horizontal or vertical distance one at a time; as I am just getting started, I don't want to get bogged down with polish just yet.

The project is very much in its infancy; I have yet to reacquaint myself with git in order to share the code. I just wanted to share the progress I've made so far :)

8
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: February 28, 2017, 07:51:04 pm »
Quote
Warning: this topic has not been posted in for at least 120 days.

I have been away for longer than that!

I have made a PR to the OXC master branch with fixes to the longstanding killCriteria bug. This caused commendations like "Taking Names" to be awarded if a player killed a rank Terrorist alien, rather than having killed 1 alien of every rank. The PR outlines a bit what the issue was; quite simple really: maps don't work like I thought they did.

This fix changes the syntax of commendations that (attempted to) use the killCriteria criteria. Previously, the commendation would have looked like :
Code: [Select]
  - type: STR_MEDAL_BOLTS_CROSS_NAME
    description: STR_MEDAL_BOLTS_CROSS_DESCRIPTION
    sprite: 13
    criteria:
      killsWithCriteriaCareer: [1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
    killCriteria:
      -
        1: ["STR_LIVE_COMMANDER", "FACTION_HOSTILE", "STATUS_UNCONSCIOUS"]
      -
        1: ["STR_LIVE_LEADER", "FACTION_HOSTILE", "STATUS_UNCONSCIOUS"]

but now it would look like

Code: [Select]
  - type: STR_MEDAL_BOLTS_CROSS_NAME
    description: STR_MEDAL_BOLTS_CROSS_DESCRIPTION
    sprite: 13
    criteria:
      killsWithCriteriaCareer: [1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
    killCriteria:
      -
        - [1, ["STR_LIVE_COMMANDER", "FACTION_HOSTILE", "STATUS_UNCONSCIOUS"]]
      -
        - [1, ["STR_LIVE_LEADER", "FACTION_HOSTILE", "STATUS_UNCONSCIOUS"]]

Here's another example:

Code: [Select]
  - type: STR_MEDAL_ALLRANKS_NAME
    description: STR_MEDAL_ALLRANKS_DESCRIPTION
    sprite: 42
    criteria:
      killsWithCriteriaCareer: [1, 2, 3, 3, 3, 3, 4, 4, 4, 4]
    killCriteria:
      -
        - [1, ["STR_LIVE_SOLDIER", "FACTION_HOSTILE", "STATUS_DEAD"]]
        - [1, ["STR_LIVE_ENGINEER", "FACTION_HOSTILE", "STATUS_DEAD"]]
        - [1, ["STR_LIVE_MEDIC", "FACTION_HOSTILE", "STATUS_DEAD"]]
        - [1, ["STR_LIVE_NAVIGATOR", "FACTION_HOSTILE", "STATUS_DEAD"]]
        - [1, ["STR_LIVE_LEADER", "FACTION_HOSTILE", "STATUS_DEAD"]]
        - [1, ["STR_LIVE_COMMANDER", "FACTION_HOSTILE", "STATUS_DEAD"]]
        - [1, ["STR_LIVE_TERRORIST", "FACTION_HOSTILE", "STATUS_DEAD"]]

Here is the PR in question: https://github.com/SupSuper/OpenXcom/pull/1136

I am very happy to have squashed this bug, as it was holding back the most versatile kind of commendation.

I continue to keep track of ongoing issues (here: https://gist.github.com/Shoes01/3af40f402d287ae9c229), and I hope to ride this wave of success and knock out a few more issues!

edit: Here is an updated ruleset that I found somewhere; I honestly forget how I used to distribute this ;p https://pastebin.com/thCz8GW6


9
Playthroughs / Re: Yarr! I be needin' a Pirate Crew
« on: October 05, 2016, 06:24:08 pm »
Last year, I had written some code for myself that I thought LPers might like. The code would choose a soldier name, then scan the list of dead soldiers to see if that soldier name had already been picked; if so, it added the "I"s at the end of the name. So if you replaced your soldier names list with a list of viewers, as viewers died, the next batch of recruits would bear their names but with IIs. If you have more soldiers than you do names, the soldier would be named "Faceless Henchman"; you should never have an instance of Shoes and Shoes II being on your roster. Faceless Henchman is hardcoded as a little hack, but it could be easily changed to something pirate related before being compiled.

The code is found here: https://github.com/Shoes01/OpenXcom/tree/dupe-names

The commit with the actual change is all here: https://github.com/Shoes01/OpenXcom/commit/090fbcdea9cd28105d69ad0123ab6ae02010ce84

edit: As would be the case, now that I am rereading my old code, I think I found a bug. Line 2210, length()-5 should be length()-2 to remove the two VVs and put an X. There might be other bugs :x

10
XPiratez / Re: Bugs & Crash Reports
« on: August 09, 2016, 10:16:05 pm »
Is the source code for this available on github? I'm curious to see if I can fix some of the commendation related issues.

11
XPiratez / Re: Bugs & Crash Reports
« on: August 09, 2016, 07:52:58 pm »
Regarding the Idol medal, I had written code to prevent people from psi-panicking an alien repeatedly to get medals. That code should be easily adapted to stuns. The code is found here: https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/BattleUnitStatistics.h#L334

A call to that function just needs to be added at the appropriate place.

12
XPiratez / Re: Bugs & Crash Reports
« on: August 06, 2016, 10:07:11 pm »
BTW, yes, it looks like (hellerium?) grenade kills are the primary issue when it comes to this CTD. After taking down a landed cruiser, it seems like all of the aliens that were nailed by grenades came back to haunt me from their shitty afterlife with crash inducing empty fields in my save.

What's special about these grenades?

13
XPiratez / Re: Bugs & Crash Reports
« on: August 05, 2016, 12:00:47 am »
Here is the code that decides murder weapons: https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/BattlescapeGame.cpp#L548

It's odd for there to be no weapon name or ammo name, as there are temp names given. Are those strings present in Piratez?

Here is the code that determines fire related deaths: https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/BattlescapeGame.cpp#L611

All it does is assign the kill credit to the last person who damaged the victim. Does this provide any leads?

14
XPiratez / Re: Bugs & Crash Reports
« on: August 04, 2016, 09:52:46 pm »
Gah! Will report to Shoes. I'll also try to remove her feats from the save one by one to see if I can get rid of it. And maybe find if it's a weapon I haven't used before that's causing the issue. Thanks!

I am unfamiliar with Piratez stuff, but just looking at the crash, it seems the weapon used had "no ammo". Is that the case? Do melee weapons have any sort of ammo? Does this bug occur with a certain class of weapons, or just one weapon? Does that weapon have some unique feature?

I'm supposed to be busy, but maybe I'll reinstall some stuff :3

15
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: August 03, 2016, 03:13:37 pm »
To be honest, I am not sure why I went the route I did ;p perhaps it seemed simpler at the time?? I'll add it to the list of things I should do the next time I work on this :) There will always be a next time!

edit: I am adding some items to by todo list, but I am still not sure what you want from the Valient Crux changes.

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