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Messages - Nilex

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301
XPiratez / Re: Bugs & Crash Reports
« on: October 21, 2020, 06:16:48 pm »
Typo in MYSTERIES -> Combat Stress BootyPedia:
"fer too long" -> "for too long"
Don't think it's due to author's colorful writing style.

Same in JOURNAL -> !Monster Hunt"
"fer example" -> "for example"
Here it's probably intentional, even though "for" is used in last sentence.

Gonna contribute that to Brainers' radiation exposure and stop reporting unless critical.

302
Alright, we're back in business!
Sorry for any confusion on my part, certainly wasn't the intent. Mostly language barrier combined with overly technical nature of describing the problem. Kinda amusing to see how it went down when I look at it now. No hard feelings here, water under bridge as far as I am concerned. Okay enuff with the girly stuff.

In TFTDextender: when 5 SEC is selected game seemingly updates itself and clock in 1 sec increments (see end of post). With faster selections game seemingly updates in 5/10sec/1min increments (but still smoothly) and so on. Not every clock selection updates in 1 sec increments (that was wrong on my part) but just enough so everything appears to move smooth (terminator and ships).
When I talked about the smooth terminator in earlier post I was already envisioning ideal OXC implementation, not describing how it currently works, lol. Should have been more clear I guess.

Here, you made me create a video for the first time in over a decade. Thankfully it wasn't a hellish nightmare I expected. Is a bit rough (1st and only take) but should get the point across. If not I can demonstrate further, or send you my configured game package for personal private tests (dunno if TFTDextender works in Win10 though).
As for advantages of this method, I didn't want to go further before getting a green light to continue in this topic. So I just stated what I  believe to be true, to seduce your imagination if you will. Here it comes now:

Functionally
1) More time to react when there are 4-5 fast enemy ships flying around. Under 5 SEC in TFTDextender time goes slow, about 5 in-game secs passes in 1 real world sec. Sufficient to handle all them fast ships instead of reacting when they half-way across the continent and you're using ships that use rare/expensive fuel (noticed a trend where modders even reduce Elerium rewards by 50%). Compared to default time passage of ~5 in-game minutes in 1 sec it's quite the difference. Slowing geoscape clock currently functions the same but passage of time is annoyingly chunky AF in all other situations.
2) In 1 HOUR chunks it could happen to have enemy ship land and take off without player even noticing it, more so when slider is set further right. Recently noticed this in X-Piratez where a ship was flying so damn slow but for a long time that I couldn't afford to tail it and it could have very well have landed and took off (currently mod doesn't allow landed notification).
3) It is easier to predict where ships came from, where they're going, and send interceptors accordingly, when everything is running smoothly at let's say 1 HOUR setting.

Visually
4) So much easier on the eyes. Helps with terminator position prediction to aim for that borderline night/day mission when you are rushing in with your craft from far away. Just more natural and pleasing to observe stuff in silky smooth motion. There was one more point but I forgot what it was or where it belongs...

Basically, slider left is only good for 1) but sucks for everything else, and slider right is OK-ish for everything else but sucks for 1). TFTDextender somehow compromises and makes it great in all situations (including that forgotten one). We have every conceivable modern OS feature crammed in but we have to put up with Charlie Chaplin motion to be able to react in timely fashion.

Globe (picture) update on the other hand is done based on selected increment and configured clock speed.
Maybe TFTDextender updates Globe every 5 SEC, regardless of selected increment (1 SEC clock is then only graphical)? Seems like a logical conclusion to me. Anyways my humble idea is to satisfy 1)-4) but I know jack on how to go about it.

Thanks for bearing with me through this :)

303
XPiratez / Re: A thread for little questions
« on: October 21, 2020, 01:25:24 pm »
Very informative feedback, thank you all. The Gals prevailed the instant I realized I can just buy Guys off the market later, as if I choose their path. It also saves me of potential surprise dick pics in my Bootypedia. Even though opposite is possible but at much lower rate and you only get so much opportunities (getting more Gals via Guys path).
Besides that I don't see a reason for handicapping myself in the beginning, Min/Max is the name of the game for me. Future Moral issues shall even come in handy to level up that Bravery and build up VooDoo resistance earlier (if both work like in OG games).

Can you please tell me more about those yellow warning messages in some Research topics. Those affecting game progression. Figured they wouldn't be there if they wouldn't come with significant impact. I'm hoping those only unlock new missions/events/mechanics (besides new topics obviously). As in I wouldn't lock myself outta anything by researching them, or are there exceptions? Are there any such topic worth delaying to research in the early game? I know about Mutant Alliance and Pogoms obligations for example, but are there any more with such nasty jump in difficulty? Thanks again!

UPDATE
Bit the bullet and started researching everything. Can't lets my fears take over. As expected yellow topics made new ships/missions to start appearing on the map but nothing threatening. New gadgets they led to far outweigh slight disruption of my comfort zone. Finally X-Grog replaced Torch manufacturing (made enough to lit up entire Minecraft worlds). I gotta say, for its size the mod plays out perfectly fair thus far. Probably one of my largest jaw-dropper in decades of gaming was seeing overall research progress hit 1%. God damn. Right up there with first time seeing Hengsha animation in Deus Ex: HR.

304
XPiratez / Re: A thread for little questions
« on: October 20, 2020, 09:46:16 pm »
Started playing for the first time after deciding for some days. It's actually the first real mod of any game I started, that's how much it peaked my interest. Anyways got a little question before a big decision: Gals or Guys? (irreversible research topic)

Wiki says one is easier than the other but it's not clear in what way. I wanted to do the Guys way but then I found out they have weaker stats, except Combat Stress (but I didn't find that an issue using starting 6 Gals on 10 missions already in 1st month). Is CS ever an issue? Do Guys' stats max out at Gals values eventually?

Is that what they meant by Guys path being more difficult? Or does unleash more challenging game mechanics: more and stronger enemies, with higher HP, and that sort of stuff. For example I'd hate if Guys TU max out at 100 while Gals get 120 or something. TU are and forever will be the most important! Couldn't find anything conclusive with search engines. Thank you for any help.

305
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: October 20, 2020, 09:30:28 pm »
Gentlemen may I ask question about Psy/MC attacks - what circumstances trigger it? Let's set all option to defaults - I mean what aliens can attack regardless of line of sight. When they exactly start doing it? When they spot x-com units, when certain amount of turns has passed or something else? What priority they will use? Weak Psy/MC units, high ranked units or units with most powerful weapons in hands?
Based on my last 3 months playing vanilla TFTD (dunno exactly how OXCE differs but my guess is not by much):
- aliens need to have PSI/MC capable unit on map
- your soldier only needs to be spotted, horizontal distance is irrelevant but affects success rate the most (under 20 tiles and is practically a guaranteed success but over let's say 30 and it will never succeed, under same conditions)
- they prioritize: spotted, then weakest resistance (fixed PSI/MC strength, even if you aren't there yet)
- at 20th turn aliens get a free peak at all your solders
Now the most confusing part:
- when you hit an alien with direct fire, that soldier becomes visible to all aliens on map (and remains visible for number of turns equal to hidden Intelligence attribute value every alien has, max I think is 4), obstacles or distance don't matter to visibility
Last part probably isn't 100% correct. Maybe hit alien must only be wounded and they are remembering only for one turn instead, with Intelligence coming into effect in some other circumstances. Or it is 100%. Hell if I know. One thing I clearly remember, after my PTSD wore off, is if you are getting frustrated - you are playing it right!

306
Sleepless nights over 6.7? Take it ez dude.
You gotta understand newcomers aren't proficient with the program like you are. When you take everything I said word-for-word and immediately attack what doesn't make sense constructive discussion becomes difficult. I hoping that's tiredness or stress coming outta you.

I don't feel like continuing this right now, not that's there is anything left to continue. Thanks for a definitive answer I guess. For what it's worth have a nice day :)

307
Seems my understanding of vanilla clock was skewed by extensive use of TFTDextender (latest version with "Slow Geoscape Clock" enabled) over the last few months. Although your mileage may vary as I have to put OXC clock to 20-10 ms to replicate vanilla CE on my Win7 system (7m in-game per 1s real-time, too darn fast). I see now the current OXC clock implementation does mimic vanilla. Sorry for the confusion, my nub English only gets worse when things get more technical.

So unknowingly my #1 turned out to be a suggestion instead. Should I create a new dedicated topic or dump the stuff in here? Reason is because difference between 1 and 5 secs is actually pretty significant (more so on higher increments), both functionally and visually, when implemented as in TFTDextender. In favor of 1 sec of course. Don't think it would break compatibility or anything, unless OXC does not support clock precision bellow 5 sec in its savegames. Guess #1 is off the table in that case.

Forget about the video though - I'm too of an old dog to mess with that. But I think I figured a nice way to put it in words. In short: terminator moves smoothly in all cases, even when for example increment is set to 1h while Clock Speed it set all the way left (250ms). As in there are no chunky (ty for this kewl word kevL) jumps of 360/24 degrees at a time. Not sure how it's implemented in extender, I reckon calculating and updating every second of that 1h in OXC would be a computational overkill. If I understood correctly this method wouldn't be older hardware friendly so making it optional, like other extender features, would be required.

Think that's it, hope I made more sense. I really wouldn't bother anyone with this if I didn't believe it's worth it.
(look at that, a double negative, anyone else get confuded by those sometimes?)

308
Open Feedback / Re: Researching sold item.. Bug or a feature?
« on: October 16, 2020, 04:46:37 pm »
Also just to go on a brief tangent: I don't think the scientists and mechanics truly spend the amount of hours required to research or build the items they are working on. The actual work is probably only a portion of that, with most of the time spent on laborious administrative tasks, squabbling with other departments for resources and general day-to-day life while working on progressing said project. I'm only bringing this up due to an amusing anecdote I had at work where we had to bring in a few building management contractors and were given a quote of 4 man hours to complete the job. The task: move a small filing cabinet to the other side of the office. The work itself didn't take long, but all the clip on tasks like transportation and organising the workers do add up.
Office Space basically. Thank you, I'll never look at Research in XCOM games the same again ;D

309
Open Feedback / Re: TFTD zombies can take stun damage, UFO zombies can't.
« on: October 16, 2020, 04:38:10 pm »
Hm interesting. Judging by sheer number of bugs in both games, even after official patches, I'd wager both dev teams knew little of what they were doing. I guess that's one example of TFTD team improving on UFO team. Not many of those :o

310
Open Feedback / Couple of newbie questions about basic OXC functionality
« on: October 16, 2020, 04:28:38 pm »
1) Any way to make Geoscape clock silky smooth?
Currently it jumps in selected increments but at selected speed. Increasing the speed smooths is somewhat but time passes by (too) quickly. Can it be made so time passes by smoothly and speed is regulated with increments, as in vanilla? It's nauseating watching earth shadow moving in rigid jumps and even more so with ships/subs.

2) Bases (and its sub-screens) and Graphs screen are not blown up to full vertical resolution
For some reason "Maximize info screens" does not affect the above. They are displayed only in multiples of original 200p size. I'm using non standard 1366x768 resolution and those screens display centered, 400p in height. I'm having troubles understanding this after I couldn't find a solution playing with options. It just feels like a weird design decision or even weirder technical limitation. Can all screens be blown up properly somehow, like the inventory screen?

UPDATE
After digging around I found #2 is influenced by "Geoscape scale" setting. Whichever ones make it appear in 200p vertical resolution will also blow up said screens correctly. Seems they are hard-coded to Geoscape display or otherwise too difficult to separate for their own scale setting. Bummer. My compromise is 1/3 scale (both).

311
OpenXcom Extended / options.cfg conflict
« on: October 16, 2020, 03:47:40 pm »
So I've set up my OXC and OXCE installs (both standalone) in separate folders on non-system partition (Win7) and noticed there is a clash between the two because they both use the same options.cfg file in Documents folder. OXCE reads OXC settings fine initially, but after I make changes in OXCE and run OXC, extra options from OXCE are wiped when I run it again and need to be set again.

Is there any way to force separate config for each? For example to use OXC for vanilla games and OXCE for mods, without needing to adjust extra options every time OXCE is ran after OXC. Thought the strength of standalone was keeping stuff localized inside their own folders. Took a quick look at XPiratez and it handles it locally, inside dedicated .\user subfolder. There's gotta be a simple trick I missed.

EDIT (as I'm writing this no less...): Aaand indeed there is. Or, if one is feeling extra adventurous. Standalone powah!
Honestly didn't expect search engine to find an answer but I gave it a shoot anyway (bit too late). Gonna hit Post anyway, maybe someone finds it amusing if not helpful.

312
OXCE Support / Re: Savegame compatibility between openxcom and OXCE?
« on: October 16, 2020, 08:21:42 am »
Effort is all I could hope to ask for, thank you. Phobia level normalized.

That set in stone thingy I said was admittedly a bit too optimistic. Meant it more like highly unlikely to break. Unless you guys come up with uber QoL features (or under the hood stuff) that'll require new but incompatible client that would tempt me to forgo old saves. In such case I bet my life there will latest compatible version with a highlighted download link, so us dieing breed of purists could just haul two OCX(E) versions. Even if minor inconvenience for most, I'll still keep my fingers crossed you people don't get too imaginative :)

313
OXCE Support / Re: Savegame compatibility between openxcom and OXCE?
« on: October 15, 2020, 08:29:04 pm »
Hope you don't mind me extending on the original question a tad bit further.

I know the project goal is to remain compatible with OXC and I've read the <1% differences (I'm in OXCE boat on that one) so combined with my desire to have even more QoL features that OXCE puts on the table - there's shouldn't be any obstacles to just switching? I'm asking solely in regards to playing original UFO/TFTD games.

My reasoning is OXC made saves are set in stone in terms of remaining compatible with OXC for eternity. And my fear is that down the line OXCE project could go astray and I wouldn't be to load former OXCE made saves in later OXCE anymore (the astray version) but I would still be able to load them in OXC if worst comes to worst.
I'm guessing the lost information you were referring to applies to that <1%? If that's true then no problemo. I only wish the game loads proper, those tiny differences after that would't bother me. If you meant additional OXCE options wouldn't transfer over to OXC than that's understandable and non-issue really.

And no don't worry, I didn't find any signs of possible astray'ing in their infancy creeping up! If just my phobia of potentially losing ability to load my ancient saves and marvel at own successes of the olden times surfacing. One of the reasons I play old games in as vanilla compatible setting as possible (main being I just love it that way). Thank you for developing and maintaining this huge project.

314
Suggestions / Re: Lost information in OX upon loading original TFTD saves
« on: September 24, 2020, 01:33:57 am »
Great work, thank you. Tested and confirmed fixed on a later save.

315
Suggestions / Re: Lost information in OX upon loading original TFTD saves
« on: September 19, 2020, 04:07:38 am »
In the same savegame, 1st base has 3 Aquatoid Medics available for research and 3 not yet researched live aliens (all 3 are 2x2 specimens). To quickly check (at least those 3) you could quickly research them in the original and transfer the save to OX to see if they appear or not. They shouldn't but who knows.

Just dawned on me that Medics unlock corpses as well as live ones, so the above may differ slightly but you get the picture. I read on UFOpaedia that researching Calcinite corpse via Medic does not unlock Vibro Blade research (actual corpse is required) so perhaps game stores Medic's stuff in another place OX doesn't look. Just a thought.

Thanks for a quick response, you are worthy of that avatar. Yippee Ki Yay, motha...

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