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Topics - Meridian

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61
If you can't use miniguns, because of camera going completely cray cray, you can now use ALT+shoot to instruct the camera to stay completely still.
(on any gun)

Modders also have the ability the disable the camera by default for certain actions on certain weapons.

For example:

Code: [Select]
items:
 - type: STR_MINIGUN
   confAimed:
     shots: 1
     followProjectiles: true    # default
     name: STR_AIMED_SHOT
   confAuto:
     followProjectiles: false   # still camera
     shots: 30
     name: STR_HAIL_OF_BULLETS


First half of this video shows a crazy camera, second half of the video shows the same situation with a still camera.

62
OXCE Suggestions DONE / [DONE] Daily Pilot Experience GUI
« on: May 14, 2020, 05:08:37 pm »
A new GUI (press 'E' on Geoscape) that shows experience gained by craft pilots from dogfights... accumulated during the whole day.
Resets every midnight.

63
New OXCE v6.4.2 is up.

2020-03-15
 - MUCH MUCH faster alien hidden movement (regardless of alien movement speed setting)
 - much faster player movement speed at higher player movement speed settings in Options (same as in year 2018 and earlier versions)
 - (supposedly) more battery drain on laptops/phones (same as in year 2018) -- not confirmed; and not quantified

Download: https://openxcom.org/forum/index.php/topic,5258.0.html

Some of you have already tried this version (it's been published via auto-update) and everybody so far reports big improvements and no side effects.

I'd like to ask everyone else for feedback as well.

IMPORTANT:
To benefit from speed improvements, you need the following settings in Options menu:
1. "Advanced>FPS limit" must be different than 0 (I recommend 60)
2a. Either use software rendering (Video>Display Filter = Disabled)
2b. Or use OpenGL rendering (for example Video>Display Filter = Raw*) AND also set vSyncForOpenGL: false in options.cfg file --- and just to repeat again, DO NOT set "Advanced>FPS Limit" to 0!

This will make OXCE able to run at the same speed as in this video (OpenXcom version from year 2018): https://www.youtube.com/watch?v=hjIrqlsJjQ0
So that you have a benchmark to compare against.

Feedback is most welcome... positive and more importantly also negative.

64
It is now possible to change allocated scientists and engineers on a project without opening extra GUIs, directly in base GUI using mouse scrollwheel.

Normal scroll +/- 10 scientists or engineers
CTRL + wheel +/- 1 scientist or engineer

The step is configurable via options.cfg, if you don't like the defaults.

Code: [Select]
  oxceManufactureScrollSpeed: 10
  oxceManufactureScrollSpeedWithCtrl: 1
  oxceResearchScrollSpeed: 10
  oxceResearchScrollSpeedWithCtrl: 1

65
OXCE Suggestions DONE / [DONE] Personal soldier equipment templates
« on: May 14, 2020, 01:56:26 pm »
In addition to the existing global equipment templates feature, a new feature was added to allow each soldier to have his/her own specific personal equipment template.
Each soldier can have only one.

S = save personal template
L = load personal template
P = view content of personal template

Hotkeys are configurable.

66
Screenshots from Piratez, because vanilla doesn't have soldier bonuses.

It is now possible to display stats with or without soldier bonuses.
The soldier sorting also considers or doesn't consider the bonuses depending on the same toggle button.

67
Can be turned off via translations, if someone doesn't like it.

Code: [Select]
  STR_DESPAWN_PENALTY: "Despawn penalty> {0}"

68
Indicates that some employees are not assigned any task.
Only visible if at least one such employee exists.

Position/color can be changed in interface.rul

Code: [Select]
interfaces:
  - type: geoscape
    elements:
      - id: slackingIndicator
        color: 244   # even lighter blue
        color2: 133  # minty green
        custom: -12  # above Intercept button

Structure of the indicator can be changed via translations:

Code: [Select]
  STR_SLACKING_INDICATOR: "{0}:{1}"

where {0} is number of slacking scientists and {1} is number of slacking engineers.

69
added in oxce v6.5

70
Is anyone still using a 32bit Windows version?

(not OXCE, I mean just the Microsoft Windows XP/7/8/10 etc. in 32bit flavour)

If yes, why?

71
Work In Progress / Mission zones examples
« on: December 06, 2019, 07:27:16 pm »
A sample mod would be welcome. Thank you.

I'll put something together on Saturday or Sunday and upload it here.

72
OXCE Suggestions DONE / [DONE] [Suggestion] Medikit targets
« on: November 29, 2019, 03:57:06 pm »
Item attribute 'allowSelfHeal' is now deprecated and will be removed in the next version, use attribute 'medikitTargetSelf' instead.

New attributes:

Code: [Select]
items:
  - type: STR_MEDI_KIT
    medikitTargetSelf: true       # default false
    medikitTargetImmune: true     # default false
    medikitTargetMatrix: 31       # default 63

'medikitTargetSelf' says whether a medikit can be used on the unit using it. Ignores other settings.

'medikitTargetImmune' says whether a medikit can be used on units otherwise immune to medikiting (i.e. tanks, aliens, etc.). Stunned 2x2 units are still completely immune.

'medikitTargetMatrix' says what targets are allowed. It is a composite attribute (a bit map), individual parts:
1 = friendly on the ground
2 = friendly standing
4 = neutral on the ground
8 = neutral standing
16 = hostile on the ground
32 = hostile standing

So, for example:
0 = cannot use on anyone
3 (1+2) = can use only on friendlies
31 (1+2+4+8+16) =  can use on everyone except on standing enemies
63 = can use on everyone
etc.

73
OXCE Suggestions DONE / [DONE][Suggestion] Weapon/ammo category "sharing"
« on: November 29, 2019, 03:48:50 pm »
Let's assume:

Code: [Select]
items:
  - type: STR_RIFLE
    battleType: 1
    categories: [STR_TWO_HANDED, STR_RIFLES]
    compatibleAmmo: [STR_RIFLE_CLIP, STR_RIFLE_CLIP_HE]

  - type: STR_RIFLE_CLIP
    categories: [STR_PIERCING]

  - type: STR_RIFLE_CLIP_HE
    categories: [STR_EXPLOSIVE, STR_AWESOME]

For the following 2 purposes, the weapon (rifle) will inherit the categories of its ammo (clip, HE clip):
1. filtering on craft equipment GUI - the weapon inherits the categories from its equippable ammo (i.e. visible on the GUI)
2. starting conditions (allowed item categories, forbidden item categories) - the weapon inherits the categories from the ammo equipped on the craft

Considering example above:
a/ if only rifle is equipped, it has categories: STR_TWO_HANDED, STR_RIFLES
b/ if rifle and standard ammo is equipped, the rifle has categories: STR_TWO_HANDED, STR_RIFLES and STR_PIERCING
c/ if rifle, standard ammo and HE ammo is equipped, the rifle has categories: STR_TWO_HANDED, STR_RIFLES, STR_PIERCING, STR_EXPLOSIVE and STR_AWESOME


Solarius/Dioxine can describe the actual usage/purpose in a mod... I'm having trouble formulating that in words.

PS: not considered on the Buy/Sell/Transfer GUIs

74
You can now use globe texture/terrain in maps for mission sites and alien bases.
(until now this was possible only for ufo crash/landing sites)

Code: [Select]
    - type: addBlock
      terrain: globeTerrain           # add a block from a (random) terrain defined on the globe texture at craft landing coordinates

Example for xcom1 terror mission map script:

Code: [Select]
mapScripts:
  - type: URBAN
    commands:
    - type: addCraft
    - type: addBlock
      terrain: POLAR                  # add a block from POLAR terrain
    - type: addBlock
      terrain: globeTerrain           # add a block from a (random) terrain defined on the globe texture at craft landing coordinates
    - type: addLine
      label: 1
      direction: vertical
      executionChances: 50
      rects:
        - [1, 1, 4, 1]
    - type: addLine
      label: 2
      conditionals: -1
      executionChances: 50
      direction: horizontal
      rects:
        - [1, 1, 1, 4]
    - type: addLine
      conditionals: [-1, -2]
      direction: both
      rects:
        - [1, 1, 4, 4]
    - type: addBlock
      size: 2
      executions: 4
    - type: fillArea
      # URBAN set is lacking blocks 10-13, so the numbers don't correlate properly here,
      # because these are references to the block numbers within the sets, not the file names.
      blocks: [3, 4, 10, 11, 12, 13, 14]
      freqs: [3, 3, 2, 2, 2, 2, 2]

Example for xcom1 alien base map script:

Code: [Select]
mapScripts:
  - type: ALIENBASE
    commands:
    - type: addBlock
      terrain: POLAR                  # add a block from POLAR terrain
    - type: addBlock
      terrain: globeTerrain           # add a block from a (random) terrain defined on the globe texture at craft landing coordinates
    - type: addBlock
      groups: 2
      executions: 2
    - type: addBlock
      size: 2
      groups: 3
    - type: addBlock
      size: 2
      executions: 3
    - type: fillArea
      groups: [0, 1]
      freqs: [3, 2]
    - type: digTunnel
      direction: both
      tunnelData:
        level: 0
        MCDReplacements:
          - type: westWall
            set: 2
            entry: 18
          - type: northWall
            set: 2
            entry: 17
          - type: corner
            set: 2
            entry: 19
          - type: floor
            set: 1
            entry: 63

It is possible to use globe texture/terrain also for xcom base defense missions, the syntax is a little bit different, explained here: https://openxcom.org/forum/index.php/topic,5108.0.html

75
OXCE Suggestions DONE / [DONE] Inventory stats improvements
« on: October 22, 2019, 10:38:06 pm »
1/ By default the stats show the vanilla Firing/Reactions/Psi skill/Psi strength again... OXCE firing/throwing/melee/psi-combined are moddable via interface ruleset

a/ elements textFiring, textReaction, textPsiSkill and textPsiStrength have been renamed to textStatLine1, textStatLine2, textStatLine3 and textStatLine4
b/ attribute 'custom' has been added, with following values:
1=(firing) accuracy
2=reactions
3=psi skill
4=psi strength
11=firing
12=throwing
13=melee
14=psi combined (strength/skill)

So now you can choose, which of these 8 options you want to display and also in which order.

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