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Messages - dajt

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Troubleshooting / Crash at end of final mission
« on: October 01, 2020, 03:06:53 pm »
In the final mission of the game, I had one of my agents shoot the alien brain, and the game promptly seg-faulted.  gdb says the crash happened in OpenXcom::RuleItem::getPrisonType() const ()  I wonder if the fact I hadn't killed any of the aliens (they were all stunned or mind-controlled) caused it, but I haven't had time to investigate further yet.

OpenXcom Extended / Re: [Suggestion] More types of smoke
« on: November 25, 2019, 05:35:24 pm »
I've thought about how to implement this in a memory-efficent manner, since there are a lot of voxels, and we don't want to excessively increase the size of all of them.  Currently every tile has two flags/counters: one for "is this on fire" and another for "is there smoke here".  If we replace both flags with a small index to an array of environmental conditions, index 0 would be "nothing special here", making the common case fast.  Other indexes could be reference-counted for how many tiles they represent (allowing unused indexes to be reused) and specify what conditions (fire, smoke, elerium fire, stun gas, anti-alien gas, fog, rain, tear gas, nerve gas, flooded with water, etc) apply to those tiles, as well as the counters for how long the conditions will last.  Then we'll just need to implement all the code for how those conditions affect units entering the tiles, and how they affect line-of-sight, weapon fire, etc.

OpenXcom Extended / Re: OXCE/OXCE+ Bugs
« on: November 25, 2019, 05:19:21 pm »
There's a pathing problem when the player attempts to go through a door with an alien on the opposite side of it.  You can't open the door, which makes it hard to shoot the alien.

Clearly the solution is to allow agents with an empty hand to open doors without going through them by clicking on the empty hand/item/weapon box and selecting the (not yet implemented) "Open Door" option.

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