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 - EttyKitty

Pages: [1]
1
Hi. o/

In general I agree that the proposed "per soldierType rank caps", as well as separate rank pools, may be useful.

And if I understand correctly, overall this is a suggestion about improving a very limited ranking system customization and so also I had a very-very similar sounding suggestion lying around in my suggestions pile and because they are so similar, I think it's a good idea to write it down here, instead of creating another thread.

1. Customizable "rankGroup(s)".
Meaning that 10 dogs can have their own rank distribution pool and 10 soldier can have theirs.
Or 10 dogs + 10 cats can share the same animal ranking group and 10 soldiers + 10 auxiliaries the human ranking group.
Rn all of them will count as 20-40 units and the ranks will be distributed across all of them.
Specifying rankGroup(s) and their attributes can be done in the same file where other global stuff is sitting.

1.1 Custom rank distribution rules per rankGroup.
Same as "soldiersPerSergeant" and etc. but per rank group.

1.2 Custom rank amount per rankGroup.
Current "rankStrings", I think, allows to go bellow but not above.

A quick demo (only to represent the idea, not the actual syntaxis):
Spoiler:
Code: [Select]
rankGroups:
  - type: STR_ANIMAL_RANKS
    soldiersPerRank: [5, 10, 15, 20, 25] # the length of the list specifies the amount of ranks after the first one
    rankStrings:
      - STR_ANIMAL_RANK_0
      - STR_ANIMAL_RANK_1
      - STR_ANIMAL_RANK_2
      - STR_ANIMAL_RANK_3
      - STR_ANIMAL_RANK_4
      - STR_ANIMAL_RANK_5
soldiers:
  - type: STR_DOG
    rankGroup: STR_ANIMAL_RANKS
  - type: STR_CAT
    rankGroup: STR_ANIMAL_RANKS

That's generally just an idea. I'm not sure how needed for the rest of modders it will be, so I didn't want to create a thread for a long time, because the implementation probably is very time consuming and effectively is a creation of a new system.

Maybe your proposed suggestion is easier to implement and will suffice. But I do think that ranking system customization rn is very limited and needs to be tweaked at least a little bit.

2
Brutal AI / Re: [SOURCEMOD] Brutal-AI 2.1.2
« on: January 05, 2023, 02:46:02 pm »
Okay, I'll try it again with the sub-mod this evening to see whether the intervention I made yesterday helps in this case or if it is something else.
Actually, it seems that you've already figured out the source of the problem. Maybe there is no need waste time to test these exact saves. I played more and a lot of other missions had the same problem with enemies behaving weirdly, so those exact saves are not unique. It's, as you said, probably a 40k/ROSIGMA thing. I already saw quite some talks about the big view distance causing problems.

Let me know you want me to relay any information relating 40k/ROSIGMA rulesets to their respective devs. I didn't ask if they are interested in adjusting their mods to yours right now, but I'm sure that what you are trying to do will be interesting for them in the long run. Alternatively, you can check their discord by yourself. Both 40k and ROSIGMA devs reside in the ROSIGMA server.
I initially found out about your work because one of the people in that discord server created a submod that halves the number of enemies in 40k/R, because otherwise it's too hard and enemy turns take too long.

3
Brutal AI / Re: [SOURCEMOD] Brutal-AI 2.1.2
« on: January 05, 2023, 07:25:42 am »
It first says that I'm lacking some mod that the save was created with and then crashes while writing:

[ERROR]   Failed to load soldier STR_NEOPHYTE

I apologize. That's my mistake. I forgot that I was testing a new soldier type at that time.

I'll attach the sub-mod that I was testing.

As a backup, I will attach modified saves where I replaced these "STR_NEOPHYTE" with default "STR_SOLDIER". I tested it and it seems that the saves work even without the attached mod. Not sure if it's a better or worse solution.

4
Brutal AI / Re: [SOURCEMOD] Brutal-AI 2.1.2
« on: January 04, 2023, 05:36:36 am »
So providing a save-game or telling me what kinds of enemies that was so I can recreate the test myself in the battle-simulator would be most helpful to better support any units that don't fit in the standard-behaviour.
Turns out that I do have two saves, at the start of the mission and at the end. I'll attach both of them.

But you will need to download the latest versions of 40k and ROSIGMA if you want to play test them.
You can download the latest version of ROSIGMA from here. You'll probably be fine with just downloading the current main branch, I don't think that any important changes were made since when I downloaded it.
40k version from here should be fine as well.

I'll also attach a screenshot of my settings. I tried turning "Sneaky AI" and "Omniscience" on/off a couple of times but that didn't help much.

If there is anything else that I can do for you - let me know. I'm amazed with what you are trying to do.

5
Brutal AI / Re: [SOURCEMOD] Brutal-AI 2.1.2
« on: January 03, 2023, 08:26:37 am »
Hi.
Great work. The description sounds absolutely amazing.

I've run into a problem:
I'm playing with the 40k+ROSIGMA mods. The missions is a downed enemy craft. I'm using a craft that has turrets on the battlescape that you can use (think of an APC). And so I'm picking off enemies around the craft and notice that they are not approaching me. Enemies move back and forth, do not attack or attempt to close the distance to my troops. I wasn't sure why and even thought that maybe my installation is broken.

I tried moving my soldiers into their LoS - only enemies with sniper rifles and mindcontroll are trying to do something, others - move back and forth. I tried breaking the LoS with them, moving my soldiers into the craft and turning my turrets away from the enemies - still nothing.

In the end I destroyed my turrets with gun fire and again moved my units into the craft - enemies started to move. Now they are trying to get LoS with my units and everything else. As soon as I move any of my units into their LoS - they start to behave weirdly again, but at this point it's probably because the ones that are left have no weapons or only mindcontrol, so they are trying to keep the distance.

The missions was pretty weird. There was ~17 enemies in total but only 2 were actually active and dangerous. The guy with a sniper rifle and the mindcontroller (maybe that's one guy). Everyone else was either doing nothing or doing not enough and was craft camped by me (by moving out of the craft, shooting and going back).

I have a save with 3 enemies left. 1 still has a melee weapon and 1 other has mindcontrol. If you need me to test something or explain better - I'll be glad.
I've also recorded some of the enemies.
https://ibb.co/XbrdJtj

Excuse me my English and thank you for your work.

6
Just a small thought:
Maybe it will be much easier to at least add more options for "Change values with mouse wheel" advanced option, because right now the maximum is 50. Increasing it to 100 - may do the trick (kinda) and won't hurt overall. (tho, I will still use 10)
Another thing, which is better, is maybe adding a "modifier" hotkey, like "SHIFT+Mouse wheel scroll" which will do the same thing but with x10 multiplier (as in 50x10, i.e. 500 per scroll).
*Or just another hotkey (not a modifier) for this purpose, like middle mouse button click or something like that.
*But it already opens up the pedia page, so yeah, not MMB.

Tho, I never had such issue, but I can understand that it's possible.

7
I was curious about how an instantly disappearing 'vapor beam' would look so I created a small mock-up:
I've done it too. But wanted to wait for some time before posting it, so to not bother the Meridian in a quick succession of time.

Just a note to your example: if you set the "vaporProbabilitySurface" to 100 and "vaporDensitySurface" to 4-6 - it will look more concentrated, i.e. "beam like". I forgot to do it myself when I was doing mine example.

Here is how it will look like with the "vaporProbabilitySurface: 100" and "vaporDensitySurface: 4".
Spoiler:
And here is my example (in which I also forgot to change those two values):
Spoiler:

Out of my proposed values: there is a very small dissipation delay (so you can see the trail stays on full opacity for some time before starting to fade out), medium dissipation (fade out) speed (faster than the regular vapor) and no vapor movement speed (so the cloud stays stationary until the end).


Also I'm not sure if I was able to convey my thoughts properly, because of the language barrier, the usage of the wrong terms and my complete lack of knowledge on how the vapor animation works, so I will try to do it again and I hope better this time. Not for the sake of persuading you, just to better explain myself.
I'm sorry if you understood everything the first time and now I'm just wasting your time.
Quote
There is no transparency or opacity gradient in OpenXcom.
Right now in the game the vapor cloud fades out, it is not permanent, right? And it does this not by instantly going from "particle exists" to "particle doesn't exist", but by slowly losing "opacity" (I don't know how exactly this is called and works, so excuse my choice of words) in a span of couple of seconds. This is the "dissipation" or "fade out" which I mean. And I mean editing the delay and speed of this fade out animation, as well as movement speed of the particles in it.
Quote
Also, why on earth would I simulate a beam by a non-moving vapor cloud? That's like flying from London to Paris via Tokyo.
PS: there is already a request for beams: https://openxcom.org/forum/index.php/topic,9968.0.html
The first reason, is that I thought that it will require less work and time to modify an existing system, than to create a new one (a beam animation system, in this case).
The second reason, is that I thought that those additions will be beneficial for tweaking the vapor clouds overall (can't think of an example tho, sorry), even if we are not talking about the simulation of beams, but you will also receive an option (maybe not an ideal one) to simulate beams, to some extent at least, until the creation of their own animation system, if it happens.

Well yeah, it will be not an ideal "beam", but it's at least something. But I absolutely wouldn't argue if you say that it requires more than enough work for a very questionable benefit - I just don't know how much work it requires.

And again, thanks for your attention and sorry for taking even more of your time.

8
This maybe a not very necessary addition, but it's better to try than to not:
I want to suggest a small(?) expansion of the vapor cloud functionality.

A good example and namely the reason why I'm proposing this: a beam type weapon.
Right now you can either use a "beam" like bullet sprite (which looks okay) or a vapor cloud (which looks nothing like a beam because of the slow vaporizing animation).
Your options of modifying the vapor, on the other hand, are limited to two "size" values and one color value.

What I want to propose is the addition of the dissipation delay and dissipation speed values.
The first value will govern the time delay after which particles start becoming more and more transparent.
The second value will govern the speed of a particle going from 255 to 0 opacity.
The third possible value, about which I thought only when I was writing this, is the vapor movement speed, i.e. how fast the vapor moves upwards/sideways(?).

With this addition (I assume) you will be able to create a trail of particles which will appear for a split second after a shot and vanish without visually appearing as vapor animation, efficiently creating a beam. (no dissipation delay or a couple of ms; maximum dissipation speed).

But maybe I'm wrong in my vision of how this will look/work and there is a better way to create a nice "beam" effect or improve the vapor cloud system.

Nonetheless, thanks in advance.

9
I'm not sure if it was already requested, but what about adding transformations into "Required by:" category in the Tech Tree Viewer?

An example (will be deleted after 30 days):
Spoiler:

Thanks.

10
Meridian,
Oh, so I'm really sorry for that stupid situation. This is completle my bad.
Ty all for your answers.

11
ohartenstein23,
Seems evrything is working, my bad. I just see that mission info on geoscape doesn't work and don't test other features, sorry, I'am really sorry.
But why info doesn't work? I play on ENG-US.

12
BTAxis,
I do everything like you say but I have no any Meridian's new features from here. Nothing work.

ohartenstein2,
So latest version of OXCE+ just not compatible with X-Piratez 0.99F.1? Or I don't understand something?
Or this is just example?

13
Hi Meridian,
ty.

I don't know which feature exactly I'am trying to activate. I have read all of changelogs but here is so many changes, so I want activate all of this but I don't know how. I try to use two download links with .exe file and missing strings and try to install it (copy .exe file in X-PZ folders and put "missing strings" in mods folders) but I think what this is not work so easy.
Can you explain how I can enable all of your features, at least everything what you use in your LP?

Sorry for my bad english, I don't know it so good.

14
Can somebody help to me with installation? I know, I'am noob but please help, I very want this features in X-PirateZ. When I just copy .exe and activate strings like a mod - nothing changes.
What should I do?

Pages: [1]