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Messages - Meridian

Pages: [1] 2 3 ... 467
1
Fan-Stuff / Re: Soldier names
« on: November 24, 2021, 11:31:14 pm »
But while I'm here I may as well point out, as a Norwegian, that the Norwegian list contains a few errors. The most glaring of which is the fact that you have "Quisling" listed as a surname. This name no longer exists in Norway, and hasn't since the end of the war. It's just as much an eyesore to a Norwegian as "Hitler" would be in the German list, and just as unthinkable - for the exact same reasons.

Another one is that "Inge" is listed as a female name. It's female in Germany and Denmark, but in Norway it's male (just like "Janne" is female in Norwegian but male in Finnish).

fixed

2
Is it possible to place two or more fixed weapons/items in an inventory slot (with them occupying different defaultInvSlotX/Ys)?

no

3
Open Feedback / Re: Selecting which weapon is active for reaction fire
« on: November 18, 2021, 11:10:32 pm »
As I understand it, by default the unit will preferentially reaction fire with whichever weapon has the lower time unit cost for snap shot;

No, it won't, already my first video proved that.

Please let's not guess in this thread, it's confusing enough already.

To repeat:
1. the reaction preferences work the same way as in the original... no change in OpenXcom
2. the main/active weapon drawing works differently (a new feature in OpenXcom), if a 1-handed weapon is involved... but it doesn't have any impact on point 1.

3. the "yellow square" indicator you mentioned isn't even in OpenXcom, it's only in OpenXcom Extended, and as far as I can say, he didn't ask about it

4
Open Feedback / Re: Selecting which weapon is active for reaction fire
« on: November 18, 2021, 09:31:51 pm »
By "dart rifle" I meant "jet harpoon", I apologise.

With Jet Harpoon and Dart Autogun it also works correctly.
The weapons just have very similar handobs, so it's hard to see the difference.

--

Maybe you used some pistols?
If yes, then that's a change in OpenXcom.
OpenXcom supports drawing dual-wielded pistols (two 1-handed weapons)... the original game could not do that, it showed one or the other.
However when holding both a 1-handed weapon and a 2-handed weapon, the 2-handed weapon wins (=is always drawn) in OpenXcom.

Btw. the reactions are unaffected by this drawing mechanism, i.e. the last selected weapon will be used for reactions (if possible), even if not drawn on the unit sprite. (If not possible, the other weapon will be used (if possible), same as in the original).

5
Open Feedback / Re: Selecting which weapon is active for reaction fire
« on: November 18, 2021, 08:40:26 pm »
I edited my post with new info before you replied.

What version of TWoTS are you playing? I can't find a weapon called Dart Rifle in v2.50

6
Open Feedback / Re: Selecting which weapon is active for reaction fire
« on: November 18, 2021, 07:29:56 pm »
Ok, I'm back home.
These are the versions I have:

OpenXcom 1.0 (older than I realised)
OpenXcom Extended 7.0
OpenXcom Extended 7.019

The ones I actually tested before were OpenXcom 1.0, both with XCom-Files and vanilla, as well as OpenXcom 7.019 with TWoTS. None of these worked the way you demonstrated in the video, and they still don't. I didn't test the 7.0 version before, frankly because it's been taking forever to load these days - an issue I have now inexplicably solved by switching between mods. The results of further testing:

7.0: yay for vanilla and XCom-files
7.019: yay for vanilla, nay for TWoTS.
1.0: nope.

So it seems to be a TWoTS/ancient version issue.

It's irritating when people don't do enough research before they post. It's even more irritating when that person is me.

I don't have OpenXcom 1.0 (it's 7 years old!)

I tested both OpenXcom Extended 7.0 and OpenXcom Extended 7.0.19... and they both work fine.
There hasn't been any change in that part of the code for years.

Please don't make me upload more video proofs.

If you want to continue this (very likely pointless) discussion, please provide some evidence.

7
Open Feedback / Re: Selecting which weapon is active for reaction fire
« on: November 18, 2021, 05:58:50 pm »
So if I don't want my dude to reaction fire with his rifle (because friendly fire isn't so friendly), I could L-click on the stun rod (and then R-click to deselect), and then he would be shown as wielding the stun rod instead. This is not the case in OpenXcom.

And this is not the case in the original either.
Soldiers will react if they can even with a weapon that was not selected.

Videoproof that it works same in the original attached:
- only 1 guy has any weapons
- I select first the rifle and then select the stun rod... which becomes shown on the sprite
- but during the alien turn the soldier is able to switch to rifle and shoot (as intended both in OG and in OpenXcom)

8
Open Feedback / Re: Selecting which weapon is active for reaction fire
« on: November 18, 2021, 05:29:40 pm »
Here's a video proof.

Load the save
Heavy plasma is shown and used for reactions
Load again
Click on laser rifle
Laser rifle is shown and used for reactions

9
Open Feedback / Re: Selecting which weapon is active for reaction fire
« on: November 18, 2021, 05:25:59 pm »
For me, it works exactly like that in OpenXcom too.

10
Open Feedback / Re: Selecting which weapon is active for reaction fire
« on: November 18, 2021, 04:14:41 pm »
change what?

you said several different things... I don't know what you want me to check

11
Suggestions / Re: Clarify switching to TFTD
« on: November 17, 2021, 08:10:43 pm »
TFTD is not a mod.

Technically, both UFO and TFTD are OpenXcom engine mods.

And since they technically need to be handled exactly like any other mods, they are on the same place for the convenience of the developers.

I'm not saying it's the most intuitive place (it's not), but it's not wrong.

12
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.16.0
« on: November 11, 2021, 02:50:11 pm »
Those errors are not from the ruleset, they are from the saved game.

It's enough to make a new save and you won't see them anymore.

13
Open Feedback / Re: Did OXC change alien psionic targeting?
« on: November 11, 2021, 12:29:41 am »
Not absolutely guaranteed (RNG remember?), but much more likely, yes.

Even in 1994, designers didn't want you to just have a win button.

14
Open Feedback / Re: Did OXC change alien psionic targeting?
« on: November 10, 2021, 11:57:31 pm »
no, it's still the same

btw. neither the OG game, nor OpenXcom do any such "advanced" decision making :) they don't care whether your soldiers carry weapons or not, etc.

the game just creates a score for each target and the target with the highest score gets attacked;
the score depends on:
1. attacker psi stats
2. target psi stats
3. distance between the attacker and the target
4. some RNG

If your 2-3-4 soldiers have roughly the same psi stats, both the distance to the attacker and the RNG will have non-negligible impact... mystery solved :)

15
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: November 10, 2021, 10:50:15 pm »
This is more a base game issue i guess, but i would like to be able to sort items on the forced sell screen (when you end a mission and have more loot than your stores can hold), similarly to how you already can on the "vaults" screen.

I often find myself guessing what item takes how much space to find out what to get rid of first, and you can't leave the screen without selling/transferring first(so can't check "vaults").

Tip for in-meantime: the biggest offenders are usually soylent, smelly rags, and demon corpses, so check for those first.

Hello Stove-Couch-Potato (I hope you get the reference ;) )

the sorting has been implemented today in OXCE.

Here's the details:

Code: [Select]
Sorting in Sell and Transfer GUIs

Use hotkeys while selecting something from a combobox on the top left

1. ctrl: by total size desc
2. shift+ctrl: by unit size desc

3. alt: by total value/price/cost desc
4. shift+alt: by unit value/price/cost desc

5. nothing: by listOrder asc

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