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Messages - Yankes

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1
OpenXcom Extended / Re: [Suggestion]Random alien stats.
« on: September 17, 2019, 10:35:47 pm »
There is some script functions that could alter max stats it have prefix `Stats.`, there are bit hidden in code that Meridian probably miss code that add them.

2
OpenXcom Extended / Re: Incorrect warning?
« on: September 13, 2019, 08:44:27 pm »
Trippy.
funny thing is if you load this image to OXCE it will be not trippy but normal looking :>

Overall I forget to add description why I added this image :) This was raw screenshot from game that have changed colors compared to default palette but it still same image for OXCE. becasue It only look on indexes not colors defined in image.

3
OpenXcom Extended / Re: Incorrect warning?
« on: September 13, 2019, 07:53:43 pm »
krautbernd is correct.

In reality game ignore ALL colors you assigned in graphic. Only take index values of pixels.
If you use correct tool (like GrafX2 or other that palette graphic is first class citizen) you can analyze palette and see what pixel have what index.

Currently OXCE always is using index 0 as transparent color, even if you image say other wise. If game detects something like this, it will set all pixels of this "transparent" colors to 0 and issue warning you see.

In some far future this automatic correction will be removed and only pixels of index 0 will be used as transparency even if image say something else.

4
Suggestions / Re: The zombie-cryssalid transformation delay suggestion
« on: September 11, 2019, 10:24:42 pm »
yeah, let's keep it civil, we're all on the same side here.
I'm on alien side :D

5
If that is the case please be aware that the tutorial found in the UFOpaedia is in error about being able to re-assign the melee action to a projectile.
I probably mess up my future plans with current implementation. I will fix description today.

6
right now each action is hardcore to its normal behavior, range is range and melee is melee, changing this will need lot of work because game depend on this atack types to change logic everywhere to match correct behavior

7
OpenXcom Extended / Re: OXCE Future plans
« on: September 02, 2019, 10:19:45 pm »
Different hit animation is partially available in scripts, you can add new sprite that represents melee hit but you do not have all needed info to make it work correctly.
https://www.youtube.com/watch?v=q0-RwIvLUxw units on this video are NOT rotating, only script enforce rotation of sprites.

Right now only thing that scripts lacks is detection of moment when start playing this new animation.

8
XPiratez / Re: [MAIN] XPiratez - J17 - 1 Sep - I Stab At Thee!!!
« on: September 02, 2019, 10:08:52 pm »
btw even if temperature of space is 2.7K you are effective in thermos, this mean you can't easy transfer heat out of your body.
Only way you can freeze is when your body fluids boils out: https://www.youtube.com/watch?v=oNTKHcVECYA

Bigger problem is sun that will fry your skin (day surface of moon have temperature up to 127C).

9
Troubleshooting / Re: Trying to install OXCE V5.6.2 on Linux Mint?
« on: September 02, 2019, 09:56:40 pm »
error with `CXX_STANDARD` could mean that your cmake is too old and do not know new C++17 standard.

if you can't upgrade cmake or gcc you could fro now try older version of OXCE, this change that bump C++ standard was done couple weeks ago, and before that it could be compiled using older gcc.


10
XPiratez / Re: [MAIN] XPiratez - J16 - 8 Aug -Zombie Dreams
« on: September 01, 2019, 04:53:00 pm »
Btw in near future there will be possible for cloaked crafts and ufo, and you will need have better radars/special radars to detect them.
Right now, new version of OXCE support invisible UFOs (nobody can detect them), this mean we are close to diffident tiers of viability.

11
OpenXcom Extended / Re: Scripting basics
« on: September 01, 2019, 02:48:36 pm »
I can confirm I made error that incorrectly detect "return type".
I will soon fix this bug.

[ps]

fix should be ready, you can compile fresh version and see if it work correcly

12
OpenXcom Extended / Re: Scripting basics
« on: September 01, 2019, 02:16:58 pm »
What version worked and what do not? Recently I made some refactor using C++17 features and there is possibility I break something.

Error is clear:
Code: [Select]
[01-09-2019_13-14-02] [ERROR] Can't match overload for operator 'BattleItem.getOwner' for:
[01-09-2019_13-14-02] [ERROR]   [ptre BattleItem] [var ptre BattleUnit]
[01-09-2019_13-14-02] [ERROR] Excepted:
[01-09-2019_13-14-02] [ERROR]   [ptr BattleItem] [var ptr BattleUnit]
[01-09-2019_13-14-02] [ERROR]   [ptre BattleItem] [var ptr BattleUnit]
He did not see version when we have editable item and want editable unit. And AFAIR there should be version like that available.

13
OpenXcom Extended / Re: Scripting basics
« on: September 01, 2019, 12:01:49 pm »
3 is already done, 2 will be soon (TM from Valve or Blizzard :>)

14
Quote
You can tell them where to go in a map
This will require lot of code to handle correctly, and as it critical part to make it work other wise it be useless.

15
OpenXcom Extended / Re: Scripting basics
« on: August 30, 2019, 10:47:50 pm »
1.
Code: [Select]
    unit.getArmor value side;
    unit.getArmorMax value side;
btw, in next version I will add new consts: this is already added, I looked on wrong init function.
Code: [Select]
SIDE_FRONT
SIDE_LEFT
SIDE_RIGHT
SIDE_REAR
SIDE_UNDER

2. There is special code in game that handle dying units, problem is that it is not run after unit spawn and unit will be "undead" unit this function is called (like you shoot any thing or press next turn). Probably correct fix is call this function after unit is spawned. I can do it.

3. Good point, I can change turn value to 0 when unit/item is spawned before you start first turn.

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