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Topics - Alex_D

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1
Reading the Git commits it seems there were some changes between the versions.

I updated OXCE in my current stock Piratez campaign. Then I realized that version 7.12.2 took nearly 3 mins to load versus about 30 seconds for the 7.12.1 version.

The log files show a bunch of [error] messages for the updated version, versus the old version, both attached.

Maybe there are new settings that I need to modify so the launching isn't that comprehensive? I haven't changed settings in a long time.

To replicate, install OXCE over the current version of Piratez ("Dioxine_XPiratez_N7.0.4.5.rar").

2
I started a XPZ campaign (latest build) and updated to "Extended-7.11.8-e9cde97c1-2024-02-18-win64.7z" version.

When I'm on the soldiers ("hands on deck") screen and I scroll at anywhere but the vertical scroll bar or triangle up/down markers, instead of scrolling the screen, the game selects a soldier. If the wheel was scrolled up the soldier selected is the one where the mouse pointer was. If the wheel was scrolled down, the soldier selected is three positions down where the pointer was.  The same behavior is observed from the training screen.

I don't recall this being the case in previous OXCE builds. I tested it with XCF, and a fresh copy of xcom1 to be sure and same thing.

Maybe I'm missing on some setting in options.cfg that changed between the past few versions?

3
I'd like to suggest the feature of removing the craft inventory tile (weapon's pile) from the map completely.

Currently, if specified craftInventoryTile will indicate where the pile will spawn, else it will spawn at the 1st soldier location. But it will spawn somewhere regardless.

But what if for some reason the modder doesn't want any items to appear, and only the items on the soldiers are available. The fate of these pile items would be recoverable if the mission is successful, or something along these lines.

Reasons for this could be an infiltration scenario where only carried equipment is allowed and everything else is left behind. I can think of Piratez Mansion missions as a concrete example.

4
OXCE Bugs FIXED / [FIXED] craft built-in weapon ammo count bug
« on: November 16, 2023, 08:01:23 am »
To further my thread here.

I did some testing, and I'm inclined to believe there is a bug somewhere, hence I put this thread for further documentation. This feature is very convenient for craft built-in weapons, but there is a problem if the craft is manufactured versus purchased. If there is a craft weapon with no clip usage built into a craft that can be purchased, upon delivery the ammo starts loading. However if the craft is manufactured, the weapon doesn't being to re-load ever, until manually deactivated and reactivated. Refueling is unaffected.

To test simply add this code to a craft that can be bought and to another craft that can be purchased:
Code: [Select]
    weapons: 2
    fixedWeapons: [STR_LASER_CANNON_UC, STR_LASER_CANNON_UC]

I have no idea when the weapon reloading check is done in the code, but I there must be a difference between buy vs made.

EDIT: Mods. Please move this thread to "Bugs".

5
OXCE Support / [Solved] ammo count on craft fixed weapons
« on: November 14, 2023, 11:47:47 am »
I was testing some mod (XCF), which includes having two laser beams built into a craft when it is manufactured. I have "remember reloading status" of crafts as option.
What I noticed is the craft weapons (laser beams) ammo count remains forever at zero until I manually turn the auto-reload off and on. Then it reloads as normal.

Has this weapons reload behavior for fixed weapons been reported? Any comments?

I assume this can be replicated by just adding fixed weapons to any standard craft.

6
So, I'm currently playing XCF. I'm late in the game and I amassed a large amount of money, about 4.6 Billion. I noticed that some manufacturing items such as "Open Reinforced Osiron Crate" (cost $2) do not show on the manufacturing screen anymore as available. However, if selected the project manually and forced it, the game will open the crates in the base. The min/max number of items to do (right click on up/down arrows) doesn't work either. Maybe I triggered some sort of variable threshold in the OXCE code.

I mentioned the issue on XCF Matrix and member zRrr suggested: it may be integer overflow in int byFunds = _game->getSavedGame()->getFunds() / manufRule->getManufactureCost(); inside Basescape\ManufactureInfoState.cpp. While funds are 64bit int which can hold something of 10^19, int is signed and can hold max 2,147,483,647. Osiron crate cost $2 to unpack, so once you are past 4.4kkk something, division results go into negative and stuff breaks.

So I report this issue here for further record keeping.

7
If found the hard way (using piratez) that if for some reason I quit OXCE via ALT+F4 while on the preview of a craft via the Ufopedia, all of it on a game with Ironman on, the save is corrupted and cannot be recovered unless manually edited. By editing, I mean removing the battlescape portions and such.

8
XPiratez / Gals/Soldiers/units Faces Summary sheet
« on: July 05, 2023, 08:32:41 am »
In case you want to customize the face of your Hands, here are some summary contact sheets for each of the major races and soldier types.

(edit: larger files for easy reading)

9
Case in point. Currently statstrings add flags to the soldier name based on a set of stats conditions. However, other special bonuses or transformations aren't tracked and need to be manually recorded.

So if we want to automate this a bit, I'd like to propose to include also transformations as conditions for applying the flag to the name. For example:
Code: [Select]
soldiers:
  - type: STR_SOLDIER_DAMSEL
    statStrings:
    - string: "P"
      psiStrength: [60, ~]
      soldierBonuses: #or transformationBonuses: ?
        STR_NIGHTSHADE: 1
        STR_HEROIC: 1
This way, the player could track soldiers that received bonuses that aren't specific stats thresholds but things like special recovery bonuses or night vision.

10
I don't remember reading this, please my apologies if it has been suggested before.

Sometimes, in large mods, there are special missions that restrict the armors soldiers can bring to the mission. When those armors are know, they appear in a list that can be scrolled.
My request is if it's possible, for QoL, to allow the mouse middle button to open the Pedia article of the armor in question, from this mission screen.

Case in point. XPZ has lots of missions with allowed or forbidden armors ("what to wear?"), all in multiple versions for the different types of soldiers of the mod (example attached). I'd say a Pedia article describing the armor would be useful for the player.

11
OXCE Support / [question] sales of random production
« on: April 27, 2023, 10:57:43 pm »
I'm not sure it was answered before. I think it was discussed at some point on the Old Discord.

My question is if when the screen of random production pops up, and one does right click or so: Are those items sold or simply discarded?

It looks to me they are discarded, as I didn't see my funds go up after such events. If this is the case, can it be fixed as to sale, for those of us greedy bean-counter players ?  :)

12
The X-Com Files / Agent Faces Summary Pic
« on: May 19, 2022, 05:06:49 pm »
Agent faces, for those who want to further customize their looks and don't want to browse over every entry.

Note that Hybrids are always the one same face for males and another one face for females.

13
OXCE Support Y-scripts / [Solved] death frames and flying units frame issue
« on: February 24, 2022, 03:08:22 pm »
I've prepared a sprite-sheet for a flying unit (drawing routine 0) with both male and female torsos, and with 8 death frames, like so:
Code: [Select]
armors:
  - type: STR_CAT_3_YELLOW_ARMOR_UC
    movementType: 1
    deathFrames: 8

The game appears to render the legs and torsos in a strange way.
Kato has also confirmed the problem.
@developers, I can PM the sprite-sheet if required.

14
I'd like to put forward a request about adding custom notes to soldiers.

Like to the Notes (accessed via CTRL+N), one would go to one of the soldier screens (maybe after clicking one button in soldier bonuses) and have a place to add some text.

The idea is to be able to add a log specific for a soldier. The log would be editable by the player, and could be filled it with text during manufacturing a soldier maybe to provide a background story.

This way a player could keep track of something special about a soldier without cluttering the soldier name or keeping a separate log.

Not sure how long this text can be, nor what the game engine can support. Maybe 250 characters ?

15
Currently, when a soldier is transformed into another soldier, the two choices are:
1. Keep armor, with 'keepSoldierArmor'. The drawback is if the soldier is transformed into a type that doesn't support the armor, said armor would remain on and become sort of "illegal worn".
2. Not to say the above. The armor worn is destroyed. It's very easy to lose an expensive armor if the player is not careful.
 
I'd like to propose another option
3. "unequipfirst". So before transforming any armor is removed from the soldier before transforming. Akin when the soldier is fired and or a craft is sold. All the armors and equipment/weapons are removed and nothing is lost.

If all the above has been solved somehow, please ignore this message.

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