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 - Delian

Pages: 1 ... 5 6 [7] 8 9 ... 17
91
OXCE Suggestions DONE / Re: [Suggestion] Remember the Light
« on: July 09, 2022, 11:29:16 pm »
I'm trying to use
oxceTogglePersonalLightType: 2
oxceToggleBrightnessType: 2
oxceToggleNightVisionType: 2

And with these settings I want all the night missions (globalshade > maxDarknessToSeeUnits) to start with personal lights off and night vision / toggle brightness on, while all the day missions (globalshade <= maxDarknessToSeeUnits) to start with night vision / toggle brightness off.

But, let me think...
Personal lights aren't a problem in day missions, so we can ignore those.
I also don't really use Night Vision (I set oxceAutoNightVisionThreshold to 15), so that's actually not a problem. For people who use Night Vision, as you said, oxceAutoNightVisionThreshold could technically solve it (unless that setting is removed).
Toggle Brightness, in night missions would persist ok, but in day missions... well, in those, brightness makes little difference, but still, there is a difference. Even with globalshade=0, buildings and walls still leave some small shadows I think, and brightness removes those, which is visually a bit detrimental. I guess what I was proposing was that, for the game to determine if it's night, it could do a globalshade > oxceAutoNightVisionThreshold comparison and only process the toggle brightness setting if so... wait, that would never work because night vision would override the brightness then.

Well, nevermind, I think it works fine then. The lights and toggle brightness is remembered, so as far as I'm concerned, shit's lookin' good.

This last fix, if autoNV turns NV on, then it doesn't get saved, right? That's good, because you wouldn't want it to keep turning NV on, and then persisting it through subsequent missions.

92
OXCE Suggestions DONE / Re: [Suggestion] Remember the Light
« on: July 09, 2022, 09:17:14 pm »
>There's a million opinions on what is too dark and what is not.
Then go with oxceAutoNightVisionThreshold, since that one is configurable in game.

93
OXCE Suggestions DONE / Re: [Suggestion] Remember the Light
« on: July 09, 2022, 08:23:58 pm »
Toggle lights
- mission persistent: works
- campaign persistent: works
- counter spotters: works

Toggle night vision:
- mission persistent: works
- campaign persistent: works

Toggle brightness:
- mission persistent: works (for all 3)
- campaign persistent: works (for all 3)

Bug: The night vision settings are applied in normal daylight missions are well. They should only be applied when it's actually night (globalshade > maxDarknessToSeeUnits, or oxceAutoNightVisionThreshold... not sure which one is better). Or at least I think no one wants to play day missions with Night Vision on.

That said, I think instead of the 3 options.cfg options, a single one would've been enough. Simply called "oxcePersistLightSettings", with similar values, 0 1 or 2 that would control all three.
As for the togglePersonalLight, toggleNightVision and toggleBrightness, I think toggleNightVision and toggleBrightness could be merged, since they're mutually exclusive. For instance, a property called "nightVision" with values 0 (off), 1 (on - night vision), 2 (on - half brightness), 3 (full brightness)

94
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: July 09, 2022, 03:20:19 pm »
Maybe because it's "sickBay" and not "sickbay".

95
OXCE Suggestions DONE / Re: [Suggestion] Remember the Light
« on: July 06, 2022, 01:42:09 pm »
Thanks a lot for implementing this~

2b
The dark templates frustrate me too, but, I'm not sure how not implementing this part would force anyone to use different templates. Wouldn't it be better if you simply... wrote direct feedback to the mod authors?

It's a shame because of these suggestions, that's the one I wanted to see implemented the most. I use it at the half-way setting, so that the dark atmosphere remains and I can still easily see which tiles are in the light to avoid them (btw, I'd prefer it if the half-way setting worked a bit differently - if globalshade was above 7, then it would treat it as 7 instead of halving it).
Anyway, you may not like Brightness toggle, but I genuinely think it's great and the best way to treat dark environments, so please let it stay~. It's inline with how (with few exceptions) most other games treat darkness - instead of a perfect darkness, a slight illumination is added so that you can still see where you're going.

96
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: July 05, 2022, 10:46:23 pm »
Thank you for the explanation. It's ok then.

The bug in bresenham can be worked around by players because it's easy to see if you're walking on expensive terrain or not. So for people (myself included) who prefer TU-optimal paths over straight paths, it shouldn't be much of an issue.

As far as the original pathfinding goes, I think back then pathfinding algorithms weren't as good as they are today, and that was the main reason for the straight paths. Perhaps OXC devs saw this, and that's why they chose to use an improved one instead. I can't say what is or isn't expected, or what l looks good/bad, but in reality, walking down a ramp should cost less than walking up the ramp hehe~

97
OXCE Suggestions DONE / Re: [Bug] Melee reaction priority
« on: July 05, 2022, 10:34:09 pm »
Thanks.

I think that gunbutts are modded behavior, so it shouldn't apply to pure games either way...
Then again, I also think that priority should've been implemented as a "strict" priority, instead of the current "only if it's the same type of weapon and attack", because it would provide for a less confusing user experience. But I digress.

98
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: June 30, 2022, 06:22:15 pm »
That breaks other methods of regaining freshness that are intended, such as pillow books.

No, because the script would only apply to hyena rider (armors with MISSION_END_FULL_REGENERATION).

99
XPiratez / Re: A thread for little questions
« on: June 30, 2022, 06:20:43 pm »
There is absolutely 0 chance to get flak cannons before JS missile strikes.

Dunno about meta, but I have them in May.

100
XPiratez / Re: Help ! (several questions)
« on: June 30, 2022, 06:16:27 pm »
There already exists a thread for small questions like these, and you could search for them since most are already answered.

1) In 2-3 months. Your first one should be LITTLE BIRD, which you get by researching Assembling the Bird.
2) The choice of personality unlocks a certain specific main tech/perk for that personality. In combination with the choice of codex, it affects what kind of extra events appear each month. None of the above means no change to the events or techs. Several bad events exist, so this choice evades the risk of any bad (and good) events.
3) Each score point is extra $333 at the end of month. Some research is worth more points, some less. Expensive tech is generally not worth it for the points alone.
4) Several missions award Castaway Gal's. Each Castaway Gal is a free brainer; you should rush the tech that allows you to produce brainers from Castaway Gals. You can get a lot more than 3 in two months. For instance, in the first month you will encounter Roving Bands (necropirates). That mission already allows you to save up to 3 castaway gals if you don't let any of them die.
5) Yes, to research Zombies you need Sick Bay built. You should not focus on researching them tho, they're too expensive for the early game.
6) EXPEDITION craft is slow. Don't use it to travel to places far away. The other expedition is technically an item you order that arrives in a month. You open the item and get rewards. You should buy "as many as you can handle".
7) You research Treasure Hunting and then these scavenging operations are monthly events. 21% chance per each region that has your bases in (1/3 chance the event is bad tho). Personally I think Treasure Hunting is crap because the chance is too low. However, Jackass captain is a good choice for the late game.
8) Ghost means overstunned (stun > 3x health). Overstunned units lose hp each turn, so eventually they die. You can use a canteen to reduce their stun.

101
XPiratez / Re: [MAIN] XPiratez - N1 29-Apr-2022 Every Day Is Caturday
« on: June 30, 2022, 02:43:53 pm »
It's too easy to abuse the HYENA RIDER armor to recover freshness. You put a gal with 0 freshness in the armor, use smokes through the mission until your freshness is full. At the end of the mission only a small amount of freshness would be consumed to recover the lost hp.

How to prevent this abuse? I suggest to modify the recovery script. If freshness at the end of the mission is higher than at the start, then freshness should be set to what it was at the start.
For instance, I start a mission with 10 freshness and end mission with 70 freshness (because I smoked 20 times). Normally, to recover 20 lost hp, the script would consume 5 freshness, and you would end with 65 freshness. But with the change, the script would check if 65 is greater than 10. And since it's greater, the script would set freshness to 10 instead of 65, because 10 is what you started with.

102
XPiratez / Re: A thread for little questions
« on: June 29, 2022, 07:40:02 pm »
The strikes only start in august, so no need to rush I suppose. The first weak missles have 300hp, the rest are normal missiles with 500hp. Also, there's only 23% chance that you get missle striked each month... but the chance grows to 62% if you cleared the "Disruptive Transmissions" mission. So if you did that mission then you're fucked. But if didn't do that mission, it's not so bad and you don't need to restart - you should have enough time to research and build some defenses. Also, Flak Towers suck, get Flak Cannons. 3 of them (plus armored vaults) should be enough for a 90% chance of shooting them down.

103
XPiratez / Re: A thread for little questions
« on: June 29, 2022, 06:03:28 pm »
Am I supposed to have defenses by now?

No, let them hit you 5 more times, for good measure.

Spoiler:
yes

104
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 29, 2022, 02:47:37 pm »
Ok, yeah, it does use Bresenham.

But you know, Bresenham isn't used for "precision and control". It's used mainly in cases of diagonal flying, so that you get a zig-zag path instead of two long lines (one straight and one diagonal). If I wanted precise control, then I'd just move a unit 1-2 tiles at a time. But yeah, when multiple optimal paths exist, Bresenham line is preferred. But if Bresenham is not the optimal path, then it should not be used.

It's kinda funny because the code in Bresenham is like.. if (... tuCost == lastTUCost ...), basically, to check if bresenham is optimal path, the function only checks if there were any changes in movement cost from one tile to the next, so if you're running on expensive terrain (tall grass / wheat fields) the whole time, it won't notice any changes. But if it detects changes in the cost, then Bresenham will say "I'm not optimal path, don't use me". I've attached a screenshot where you can see that a straight line exists, but because there's one cheaper tile in between, it detects this change in cost and then A* is used instead.

Anyway, yeah, since that's an OXC bug, it's up to Meridian to decide what to do with it.

105
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 29, 2022, 01:25:07 pm »
As this is part of UIX this will require Meridian blessing to change it.

I've attached another screenshot. Can you confirm that the path that's used in this screenshot uses Bresenham? I think here it uses A*...

Pages: 1 ... 5 6 [7] 8 9 ... 17