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Messages - Meridian

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61
Brutal AI / Re: Brutal-OXCE 8.3.2
« on: March 23, 2024, 08:58:13 pm »
I suggest not calling the  DLLs common data files.

Common data files are the files in the "common" directory.

62
Brutal AI / Re: Brutal-OXCE 8.3.2
« on: March 23, 2024, 08:36:42 pm »
4.) Verify with the latest version BAI v8.3.2 that you are only using it's file structure and NOT OXCE+ file structure...
     -- OXCE+ has all it's share common data files combined into a single binary, BAI does not and places them in the directory as individual files.

OXCE+ does not exist since year 2018, please stop using that name and stop confusing everybody.

OXCE always had and still has the same file structure as OXC (and as BAI), both the installer and the zip archive contain common files in a directory as individual files.
(usage of common.zip is not default and completely optional)

63
Troubleshooting / Re: SAMPLE.CAT does not contain 49 sound files
« on: March 23, 2024, 07:56:14 am »
Mine is also 1,105,112 bytes.

Don't know what's wrong :(

64
Troubleshooting / Re: SAMPLE.CAT does not contain 49 sound files
« on: March 22, 2024, 11:46:40 pm »
Game is trying to load the 49th sound effect from the SAMPLE.CAT file.
And doesn't find it.

How big is your SAMPLE.CAT file?

65
If you hide an article, and then turn the feature off, there is no in-game way to see the articles you've hidden, so you can shoot yourself in the foot.

In my opinion, the correct in-game way to see the articles is to enable the option again.
(and unhide the articles if desired)

66
OXCE Suggestions NEW / Re: [Suggestion] First Aid Skill
« on: March 20, 2024, 08:48:38 am »
Can I script them to have a new skill appear on a soldiers skill list?

Scripts allow to override existing actions.

"Soldier skills" feature allows to add new.

67
OXCE Suggestions NEW / Re: [Suggestion] First Aid Skill
« on: March 19, 2024, 11:18:07 pm »
Medikits are already fully scriptable, you can do whatever you like.

68
OXCE Suggestions NEW / Re: [Suggestion]max stats for transformation
« on: March 15, 2024, 09:26:15 pm »
Transformations for weak enough soldiers, of course. In my case - body enchancement for soldiers with low psi capability.

ok todolisted

69
OXCE Support / Re: [Question] Coding Configurable Variables in OXCE
« on: March 15, 2024, 09:23:50 pm »
PS: the first form I used mostly in places like TileEngine.cpp, simply because it didn't/doesn't have access to Mod object.

70
OXCE Support / Re: [Question] Coding Configurable Variables in OXCE
« on: March 15, 2024, 09:20:19 pm »
As I see you exclude "all possibles", and now there is no place where add new configs :>

Of course I don't want to exclude all possibilities :)

He asked a generic question, so I gave a generic answer.

But let's make at least one example:
What I mean by "preferably never" is that we should try to avoid "standalone top-level" parameters and try to at least group them together per feature or feature set, or category, or whatever else that makes sense.

Bad example (7 standalone parameters):

Code: [Select]
manaEnabled: false
manaBattleUI: false
manaUnlockResearch: STR_SORCERY     # empty by default
manaTrainingPrimary: false
manaTrainingSecondary: false
manaWoundThreshold: 200             # default is 200
manaReplenishAfterMission: true

Good/better example (1 parameter group):

Code: [Select]
mana:
  enabled: false
  battleUI: false
  unlockResearch: STR_SORCERY     # empty by default
  trainingPrimary: false
  trainingSecondary: false
  woundThreshold: 200             # default is 200
  replenishAfterMission: true


I think  your "Preferably never." refer to variables like `int Mod::DOOR_OPEN` not "variables" like `int _surrenderMode;` and I hope this second form is preferred by you.
This is correct?

Yes, second form is generally preferred.

But as I said above, please try to not create "too many" top-level YAML nodes.
I am guilty of creating too many myself in the earlier days, and I hate myself for it now... many of these global variables could have been grouped together nicely (e.g. https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Basescape.2FPersonnel ).
And changing them now is not possible, because literally every mod uses them and I cannot break backwards compatibility.

71
OXCE Support / Re: [Question] Coding Configurable Variables in OXCE
« on: March 15, 2024, 06:11:31 pm »
3) When should I place configurable variables into `Mod.cpp/h` directly, in order to call them via `_game->getMod()->getVariableValue()`?

Preferably never.
(but exceptions will always exist)

2) When should I place configurable variables into `fixedUserOptions`, to call them via `Options::VARIABLE_NAME`?

I assume you mean into "Options.inc.h".
(you should not put anything into "fixedUserOptions" as a DEV, that's for modders to do, and even they should have a good reason)

You should put user options into "Options.inc.h"... things which are either QoL, cosmetic or other optional features... which DON'T have any impact on game mechanics.
(anything that has impact on game mechanics is a modder option and should be put into the ruleset, NOT into user options)

1) When should I place configurable variables into `constants`, to call them via `Mod::VARIABLE_NAME`?

If there is no better place in the ruleset, where you would put it.

72
OXCE Suggestions NEW / Re: [Suggestion]max stats for transformation
« on: March 15, 2024, 12:15:39 am »
what's the use case?

73
(TL;DR): Is it possible to add an option to manually decide whether a UFO is intact (landing assault) or damaged (crash landing) in the mission generator?

Yes, but I don't know where to put it.

... located in the space below the map swapping dropdown button.

That space is already occupied by the TFTD "depth" slider, or by the UFO "globe texture" dropdownbox, or sometimes even both.

75
I had no idea that there is an android version of OXC. Is there any chance you could send me a link to the download site?

Android version of OXCE is based on Android version of OXC... I just copied sfalexrog's work (100% credit goes to him).

I don't know if there is any download site,
but here's the source code: https://github.com/sfalexrog/openxcom-android

Build instructions are the same for OXC and OXCE: https://github.com/MeridianOXC/openxcom-android

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