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.


Messages - R1dO

Pages: [1] 2 3 ... 20
1
I believe that option is already in.

See attached screenshot [Alien options]->[Difficulty].

2
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 23, 2020, 05:55:40 pm »
Although i'm quite the noob when it comes to mapscript i did some testing using the "skirmish" (new battle) function.
Using the "Terror mission" setup with the following terrains (if i understand the rules correctly those are the only ones affected):
  • Postindustrial  (mapscript: INDUSTRIALSLUM)
  • Port with Pier (mapscript: PORTTFTD)

The 1st one loads correctly and seems ok.
The 2nd one crashes consistently with the following log entries.
Code: [Select]
...
[23-05-2020_15-49-39] [FATAL] ./openxcom(OpenXcom::BattlescapeGenerator::addLine(OpenXcom::MapDirection, std::vector<SDL_Rect*, std::allocator<SDL_Rect*> > const*)+0xe9) [0x5574d0fc4fb9]
[23-05-2020_15-49-39] [FATAL] ./openxcom(OpenXcom::BattlescapeGenerator::generateMap(std::vector<OpenXcom::MapScript*, std::allocator<OpenXcom::MapScript*> > const*)+0xfcc) [0x5574d0fc82ac]
...

Although this seems more related to a "rects" definition. Altering the "mapscripts_FMP.rul" to the snippet below (e.g. disable the "rects") allows loading and then it looks ok.
Code: [Select]
...
  - type: PORTTFTD
    commands:
    - type: addLine
      direction: vertical
      verticalGroup: 5
#      rects:
#        - [5, 0, 1, 6]
    - type: addCraft
    - type: addUFO
    - type: addLine
      direction: vertical
    - type: addBlock
      size: 2
      executions: 4
    - type: fillArea
...
So from a basic look it seems the "verticalGroup" and "horizontalGroup" by themselves do not negatively affect map generation. Although i'm not sure how those maps are supposed to look like, they just seem ok at first glance ;)

As for your last comment:
If anyone has earned the right to make such a statement it surely must be you.
By maintaining/developping 2 huge mods you are in the unique position to experience first hand how much the 2 ruleset capabilities have diverged (from a modder perspective).
You have maintained FMP for longer than i can remember (thank you for that) and i can only say that it shows character you are still willing to spend time on a mod that limits you on what you can use (ruleset wise) while your skills has been honed to the capabilities of OXCE.

3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 22, 2020, 07:48:21 pm »
Thank you for conforming and sorry for the first one. Did not look good enough i suppose.

4
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 22, 2020, 07:05:50 pm »
How nice, a new version while i am still in the early stages of a new play-through. Me happy and willing to test "unusual behavior"  ;)

I did a basic diff with respect to the previous version (to get a feeling if it is safe enough to upgrade for my comfort level) and found a number of values that are marked as oxce only in the ruleset reference.
I'm not sure about the impact on the mod, but found it worth mentioning.

For "units_FMP.rul", the entries:
Code: [Select]
floatHeight:
For "mapScripts_FMP.rul", the entries:
Code: [Select]
verticalGroup:
crossingGroup:

P.s. If you decided that oxce is required for newer versions of this modpack, you can just ignore those points.

5
personnel is the dormitory size, storage is the walk-in Closet.

Try "labs" or "workshops"

6
Open Feedback / Re: Damage control
« on: May 17, 2020, 01:37:20 am »
You probably need oxce for that. It has such functionality (CTRL + h ?)

7
Suggestions / Re: soldier converter?
« on: May 14, 2020, 01:10:59 pm »
There is always the extreme manual approach (assuming you know how to edit an openxcom save correctly).

* Open the original save in dosbox version of xcom.
* For each soldier open their information screen and note their numbers (and other important information).
* Make sure you have an openxcom save with enough soldiers in a base (call them dummies)
* Open an openxcom save and put those numbers there (using the dummy soldier)

Might take some time though.

8
Troubleshooting / Re: OpenXCom on armv7 - seg fault
« on: May 03, 2020, 03:36:34 pm »
Since you did not mention copying the game data files to the xcom folder under config. Did you did that as well, if not that could explain the segmentation.

For reference, the attached file shows the tree structure for the data files, both tftd and UFO with data patches from the openxcom website, on a user (not system) installation.
Since your logfile references "/usr/share/openxcom/" as data folder you might want to check that location instead of "$HOME/.local/share/openxcom/".

Hope this helps. Good luck getting it to run

9
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: April 09, 2020, 04:00:08 pm »
It was probably the best option for Gollop to communicate to the player 2 things [1]:
* The bigger the number, the better
* It has something to do with how likely you are to hit the target

[1] Baring aside creating some glyph nobody would understand without reading the manual.

10
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: April 09, 2020, 02:12:13 am »
It is a known bug in one of ubuntu's components.

Try the procedure as described by Meridian in the topic this bug was first encountered:
https://openxcom.org/forum/index.php/topic,7361.msg116438.html#msg116438

If that solves your problem but you still insist on starting via clicking an icon you can use my workaround as posted in that same topic:
https://openxcom.org/forum/index.php/topic,7361.msg116347.html#msg116347

11
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 22, 2020, 07:01:28 pm »
To me this comes across as a request for "Replay" functionality.

Meaning that the game stores all your actions (move to, shoot at, change heading, etc) and the resulting game state of each action during a battle. Not only for your side, but also for the aliens and civvies,
The replay itself would than be something alike the "New Battle" option, but instead of accepting user input (and AI calculating its next move) it will take the list of stored actions and perform them sequentially (with a slight delay between each action).

Am i correct in my assumption?

12
Open Feedback / Re: Norton safe search problem
« on: February 27, 2020, 02:53:14 am »
Probably a temporal hick-up by Norton.

At the time of writing all is good (see attached screenshot)

13
OpenXcom Extended / Re: [improvement] Inventory priorities
« on: February 25, 2020, 01:02:51 am »
...
To streamline equipment process, I have implemented the save/load equipment templates feature, which is what I use today.

Which is probably the sane approach.

Trying to implement an AI (or supervised classification [1]) algorithm that takes into account the user preferences will require a lot of user input per modpack (since items tend to vary a lot between modpacks).

Most likely the computer will only converge to the users preferences (if at all) at the end of a playthrough.
And then you also have to take into account the following points:
* Amount of data that needs to be saved (e.g. what did the computer propose and what did the user override it with, per unique set of inputs).
* Research process (e.g. what was perfect for a certain stage will not be perfect for a later stage).

[1]
When first reading this topic this is what came to mind as a possible solution. I dismissed it as non-practical since the amount of possible solutions  could easily grow out of bounds.

-- edit --
Removed a statement which was based on a wrong assumption.

14
Troubleshooting / Re: openxcom extended installation help
« on: February 24, 2020, 09:02:42 pm »
From the description it looks like you encountered some known OS bug

If the solution from ohartenstein23 does not work, try the procedure as described by Meridian in a similar topic:
https://openxcom.org/forum/index.php/topic,7361.msg116438.html#msg116438

If that solves your problem but you still insist on starting via clicking an icon you can use my workaround as posted in that same topic:
https://openxcom.org/forum/index.php/topic,7361.msg116347.html#msg116347

15
Troubleshooting / Re: No X-COM installations found
« on: February 15, 2020, 02:35:42 am »
Glad it works. Enjoy the slaughter game.

As for the quote:

...
so, for the record: ufo game data directories shall go to ~/.local/share/openxcom/UFO (or TFTD), savegames go to xcom1, mods to mods (duh), all in openxcom subfolder. The appimage goes to wherever you want.
...
You are correct on all points.

Pages: [1] 2 3 ... 20