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Messages - Shoes

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31
Suggestions / Re: Bleeding soldier indicator idea.
« on: March 18, 2016, 05:39:34 pm »
Basically, what the original game lacks is a screen with list of soldiers. To quickly see who is wounded, who has lots of TU left. It would make things much more manageable once you have the ultimate ship.

Has anyone taken a look at making something like this? I could imagine a button to open a list displaying a bunch of soldier stats, each one sortable. You sort by the one you want (and the list remembers this), and you can click on the soldier's name to close to list, zoom the camera to and select that soldier.

Seems like a bit of work, but pretty straight forward to do.

32
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: March 15, 2016, 11:31:09 pm »
The strange thing to me about the falsely awarded commendations is they're not consistent. If it was just giving them out too easily, you'd think any soldier that meets the false criteria would get it, but it seems random. Also I noticed for example that the Order of the Hammer award was falsely awarded, but when I used the ctrl+c it wasn't re-awarded on the next mission even though I hadn't deleted it from the ruleset. Strange. The rulesets seem fine as far as I can tell, so I assume the problem is in the code and someone with C++ knowledge would have to correct it.

That might be why I haven't fixed any of these ;p

As others have said (thanks guys!), "Improvisation" is the logic not knowing what happened. You can modify the string in your files to read something more appropriate; I was being a little cheeky when I decided on that term!

Regarding kills involving fire and stuff: fire hardly ever kills in vanilla XCOM. And tracking who lit what on fire meant breaking all the saves, because of the way tiles are saved or something. Thinking it is more pleasing to have your awesome fire kill awarded (and a few erroneous kills) rather than not having that awesome fire kill awarded, I went with a pretty relaxed system. Any unit who gets hit by something remembers who last hit them; then, if that unit dies, the last person who hit them gets a credit for the kill. It's not great, but as I can't track who started what fire, I can't track who kills who via fire properly.

Regarding cause of death: I think that's only used in the 'fallen soldiers' screen after missions. Come to think of it, it should probably show up in the memorial screen too.

I have an old running list of bugs and things I want to look at here : https://gist.github.com/Shoes01/3af40f402d287ae9c229. I have myself the note "MAJOR BUG: The last entry in a the kill "and" criteria is the only one being looked at." pinned as the bug responsible for commendations like Mercy Cross and Taking Names being awarded incorrectly. It's a public gist, so feel free to add comments below about other things I need to look at; it's much cleaner than skimming through discussions in this thread :)

As for your second thread, it would best fit here; stat tracking is officially part of OXC as Warboy and SupSuper maintain it, but the commendations is still my mod. I have some commendations source code in the base game, but that's because I am their favourite modder (I don't need my own subforum!). So yeah, Mind Control commendations were some of the last ones added, so they got the least amount of testing. The main profile screen uses vanilla XCOM code to track kills, I decided not to touch that in an effort to minimize code impact; vanilla XCOM did not give you kills for MC kills, it seems. I do though; they are tracked as slaveKills or something. Killing an MC with an MC is untested; I didn't think of that. When you say "mission screen", do you mean the little popup that reads time of day, alien race, etc; or do you mean the debriefing screen at the end of a mission? If it's the latter, that's vanilla code. If it's the former, then I am surprised that it's in one part but not another. I will add it to my list of things todo!

By design, it's only the profile screen that has vanilla code, and will be different from the rest of the diary. However, come to think of it, since the stat tracking is now 'official', I suppose the three place should indeed be consistent. I am going to add myself a note to fix that too. **

You're covering a lot of corner cases with MC kills, so I am not sure how my "last to hit an alien gets the kill credit" and "I am an MC slave and I killed myself" interact with eachother. Does the MCer get the kill, the last soldier that happened to hit the MCd? This also seems related to your bug. The two systems might be conflicting with eachother.

Regarding neutralizations, I forget if I ever built in an anti abuse system, where stunning an alien repeatedly gave you more stun awards or not... I think I have systems in place now that can prevent that, but I am not sure if I wrote code to make the two interact. I did not spend much time making sure the commendations could not be cheesed, so this may be a result of that.

But yeah, I appreciate the attention you're giving this! I always enjoy talking about this mod :3 some day I will come back to it and tinker some more.

** edit: I reread what you were saying, and the mission popup only lists the total kills for that mission; it won't list the total kills over the soldier's career. I will still look into it to see if it's somehow overlooking certain kill types.

33
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: March 02, 2016, 06:53:16 pm »
Thanks Arthanor!

I am pleased to see this is working so well with the Piratez game :)

34
Work In Progress / Re: Soldier Portrait Mod
« on: February 01, 2016, 03:28:50 pm »
Have you considered making a smaller sized rank insignia and putting that next to the name? Like Perpetual's idea, but tiny pixel art picture instead of name.

Or even take that tiny rank and put it in the top left corner of the portrait.

35
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: January 27, 2016, 05:51:22 pm »
I couldn't fail to notice that Engineer/Technician (rank 2) was listed above Leader/Navigator (rank 1), while all other ranks are listed correctly in order from bottom to top (Terrorist, Soldier, etc. all the way to Commander)?

Will anyone correct this? I haven't found a way to edit this myself (using latest nightlies).



Scratch that, rank order seems to be totally randomized, correct?

What do you mean by rank order; are you talking about the diary screens, listing who you've killed? The lists aren't really ordered as far as I remember, I think it's more of a first come first serve.

36
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: January 07, 2016, 10:32:37 pm »
That's great that you were able to narrow it down to the commendations only. The mod itself is not official, even though I managed to get its source code merged into the base game :3

As for a band-aid fix, I would suggest removing the commendations that are being falsely awarded and that are crashing your game, then enter debug mode and do (if I recall...) ctrl+c. That should clear all the commendations from your soldiers, and at the end of the next mission/month, everything will be reawarded according to what's left in the ruleset. Stats will still be tracked, so if you re-add the commendations later, no progress will have been lost.

As for actually fixing the issues, I don't see a common denominator in the commendations. Some of the commendations you've cited are actually quite old and haven't really ever caused problems. It's possible that Supsuper made some changes to the source code that needs to be reflected in the commendations ruleset, but I can't think of anything that would cause crashes. If a commendation is malformed, it simply gets awarded all the time (the code checks to see if commendations should be NOT awarded, and if one is malformed, it doesn't get checked). I would like to look at the ruleset you've made before spending too much time hunting for these bugs. It's entirely possible that TFTD is the culprit as I haven't done much work on it since TFTD.

As for the falsely awarded commendations, I am aware of the bugs you've mentioned. Last time I dug into the code, I had concluded that the bug was arising from elsewhere in the code, and as I am not actually a programmer, I couldn't make sense of it :D

37
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: December 23, 2015, 03:52:32 pm »
THANKS A LOT pal!, it worked like a charm!, but..i have another problem now, and i know this could not be the place to ask, but how i install TFTD, i have the collectors edition cdrom so, do i have to "install" the content of everything related of tftd somewhere, or they are included with the nighties..sorry again, and thanks for your help.

ps: im loving the new features and the commendation mod its just wonderfull :D

Glad you like them :) there are a few bugs in it still, but I hope you will overlook them! As for TFTD, the nightlies is only code, no art or sound. It would be best you install TFTD, and then follow the installation instructions to copy/paste the art and sound assets into OXC.

38
Programming / Re: No way in hell
« on: December 15, 2015, 08:40:11 pm »
And the important part: How would you show that to the player? Right now, accuracy is just shown, when you click on the weapon and choose the type of attack/usage. At this point, the engine simply doesn't know, where you will end up pointing it to. So you'd have to choose the target first, then the engine assesses the accuracy at this target, and then you'd have to have a chance to reconsider your choice. I don't think, that this would improve gameplay for all those situations, where obstacles aren't a big problem. And if the engine could assess the very high likelihood of failure on that specific target (let's say, .1% chance), it could as well simply refuse to point there, as it does with targets, that have in fact 0% chance of hitting.

Ineresting question. What if you were trying to hit a tree? The engine would have to somehow know what you are aiming for and use it's projected surface area in the multiplier calculation. It doesn't fix the problem, only "fixes" the alien part of the problem.

39
Programming / Re: No way in hell
« on: December 15, 2015, 03:40:11 pm »
What if there was a multiplier added to the accuracy % based on how much alien is visible. Sectoids would be "harder" to hit than sectopods when both are in plain sight, and a muton facing to your left or right would be "harder" to hit than a muton facing you. If there are obstacles blocking the way more, you reduce the multiplier accordingly.

I have no idea how something like this would be calculated.

40
Long time no see :)

I noticed the news post about "Soldier Diaries" being adopted into master a few days ago, and figured I would rebase my patch here to current master and see if there is any interest in it.
Unfortunately because I'm a git noob I didn't manage to preserve the patch queue and have only a single patch now. (updated in first post)

Here's a new screenshot from a TFTD game :)

Are you familiar with git? You should put your changes up there so that others can use it.

41
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: December 05, 2015, 04:35:28 pm »
Whoa cool!

Commendation functionality has been merged, but you still need your own rulesets (or the one I link in the original post) to actually get commendations :)


42
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: November 29, 2015, 03:58:55 pm »
Soldier diaries are now in the nightlies! Keep an eye out for bugs. :)

Changes:
- TFTD compatible!
- Various string / UI changes
- Kill statistics now contain full unit name
- Mission statistics now contain marker name
- Various fixes

Old soldier stats should still work, but inconsistencies may arise.

Here's the new standalone Commendations mod (X-COM 1 only):

Hooray! I took a look through your commit diffs, and that's quite a bit of work! I appreciate it :) Honestly, I am surprised your "Fix logic holes" commit was so small...


Thanks Supsuper!!  I honestly never really believed this day would come!!


I didn't expect it so early! :D

43
Offtopic / Re: Searching for a specific mod. [Defeat\Victory Conditions]
« on: November 27, 2015, 04:32:29 pm »

Final words: if you do all this, you just fucked up the game completely... but if it makes you happy, who am I to judge you


Speaking of that, I managed to mix up my rulesets so bad that aliens stopped spawning. It was just a quiet Earth, in no need of defending. Countries loved the "work" I did.

44
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: November 25, 2015, 06:50:42 pm »
Actually that is exactly what is going to happen Supsuper s only going to add Shoes soldier stats tracking the awards section is not going to be part of it. at least not yet, as far as i know.

I also presume he will correct the UI in the TFTD version i mean palette correct it.

Right, the code will be there but not the rulesets or resources. When the code is fully merged, I will likely make a wiki page detailing the ins and outs of the code and its flexibility, along with issues :D Gratefully though, the stats tracking portion is not buggy. I (and anyone else for that matter!) will be able to PR fixes too.

And yeah, SupSuper is going through and making it TFTD friendly :)

45
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: November 24, 2015, 10:10:44 pm »
The OXC .exe likely has all the .dll files stored inside the .exe, making it cleaner but larger. I don't know how to do that, so my .exe comes with a bunch of .dll files that need to be in the right place. I did not check xracer's .rar, but if there are no .dlls, go download my old version and plop his .exe in the place of mine. Plopping his .exe into mine should also fix missing yaml issues, if there are some.

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