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Messages - 0xEBJC

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16
The X-Com Files / Re: [Help] Creating sub-mods for X-Com Files
« on: April 05, 2024, 01:50:42 am »
Thank you!  That worked perfectly.

17
Low Priority Request:
Would really appreciate an update when having multiple crafts in hangars to show only one craft where there is only one craftSlots defined?


(This one works correctly)
I have a hangar with 4 crafts spaces and to display 4 craftslots defined:
    craftSlots:
      - [-17, -17, 0]
      - [17, -17, 0]
      - [-17, 17, 0]
      - [17, 17, 0]

(This is the one with the issue)
I have another hangar that has 3 craft spaces and to display only 1 craftSlot defined: (This hangar is supposed to be 3 levels deep which is why it has 3 crafts and only one slot)
    craftSlots:
      - [1, 1, 0]

Instead of "only" showing one craft graphic, it overlays the craft graphics.  The desired result would be to only show the most recent craft added to the hangar or most recent craft that returned from a mission as the icon to display in the hangar.





18
ok, makes sense, yep and I could see wanting facilities with more than 4 resources as well and then this update not really helping.

What I was hoping to alleviate was not needing to go into the nerd stats to see when there were more than 3 resource requirements.

What do you think about:
- When trying to place a facility that doesn't have all the required resources
  -- the pop-up gui stating "Not enough items!"
  -- also show what the 1st item that is insufficient? 
  -- the code is already doing this check, would just need to show the message why, for example:
"            missing:           "
" UFO Power Source: 30"

so ff the base already had 2 UFO Power Source's in storage and 30 total are needed, then the message would show
"            missing:           "
" UFO Power Source: 28"

This would be similar to when trying to remove a facility where it shows "facility in use!" and tells you the first reason why.  If multiple resources are needed, once the UFO Power Source items met the criteria, then the next missing item would be displayed.

19
OXCE Suggestions OK / Re: [Suggestions] Crash Site/Event Time Info
« on: April 04, 2024, 07:58:11 pm »
I think if anything the most useful added feature to have all the info in one place would be a column in the global tracker that showed despawn penalty, so you could see by order the time, oldest to newest order, but also which possible to go after first if you were most concerned about the despawn penalty.

20
Brutal AI / Re: "Facility In Use" message without detail
« on: April 04, 2024, 07:44:42 pm »
Yeah, considering that these threads have the exact same name, the inspiration being drawn from there seems more than likely.

I personally prefer a separate threat for each issue and ideally also with a descriptive title. I think that makes it easier to keep the overview.

OK, duly noted, sorry...but yes the title was an effort to make a pinned thread for all bugs, but I can make individual ones, thanks for all your time!

21
The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« on: April 03, 2024, 12:06:32 am »
after the battle I lost quite valuabe items.

Were the items destroyed? by grenades, explosions, fire, etc? or just because they were left on the ground they were removed/deleted after the battle? and did you win the battle?

I think loosing a battle you don't retain any of the items on the ground in any battlescape scenario.

22
Currently I can add in the rul files more than 3 requirement resources for building a facility, but the GUI will only show 3.  I don't want player to have to go into the nerd stats to see what requirements are needed, but I would like to add a 4th requirement to some of the facilities. 

It would be nice to have the GUI show up 4 requirements, there is room to do so, I've attached picture of the current and my proposed GUI modification.

23
OXCE Suggestions OK / Re: [Suggestions] Crash Site/Event Time Info
« on: April 02, 2024, 11:31:48 pm »
If you just need to know the oldest mission site, you can use the "Tracker" window.
Mission sites are sorted there by their creation time.

"Tasoth Factory" is the oldest, "Hybrid Storage Facility" is the youngest.

This is what I was looking for, so no extra effort needed to change anything, thank you.

24
The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« on: April 02, 2024, 11:30:06 pm »
The UAC 4x hangar has 50 storage and when I was attacked in battlescape much of my precious items were scattered all over the ground in the hangar. after the battle I lost quite valuabe items. is this intentional to have the game this way?

Same holds true for regular hangar

True, I did not update any base hangar logic and am relying on how it works for regular hangars.

25
Brutal AI / "Facility In Use" message without detail
« on: March 30, 2024, 10:32:49 pm »
I'm getting the "Facility In Use" message without any reasons when trying to remove a base facility, not build over it. 

I've tested this in OXCE, and BRUTAL-AI and this issues is only in BAI. Meridian added this feature and it works properly in OXCE.

Done.
https://github.com/MeridianOXC/OpenXcom/commit/254ecccacfafc3c80e2229b15c76231126cb576f
 :D
As mentioned above, it doesn't cover all possible cases, situations and combinations.


It might also be due to some logic with having different hangar types since the facility I'm trying to remove is a hangar type 'garage' with hangar type 1
https://github.com/Xilmi/OpenXcom/tree/oxce-plus/Examples


The specific case is when I have multiple hangars, say 3, and one craft is out so although 3 hangars are being used the basescape shows one hangar (looks empty).  I know this is an unlikely event when someone looses track of crafts being out while trying to dismantle a hangar, but that's what happened to me.

Game Version:
OXCE: 7.12.2 BAI: 8.3.3 (2024-03-23)


26
Brutal AI / Re: Autoplay
« on: March 30, 2024, 10:20:13 pm »
I am using the binary from your github releases

yes, if only under heavy load when the one CPU core running the game is spiked to 100% and I can't even click or move the mouse.

scenario is...
- With X-Com Files (complex map)
- Start auto-play
- After a few turns player is somewhere just spinning, looking for enemies, ends turn, repeats these actions and continues to end turns
- CPU core running game is 100%
- Only time there is a brief register of keystrokes is when top right red/green progress bar during enemy turn.

I've had this happen even on aggressive mode 3... in this case it's when the soldier(s) have stunned or killed all but one or two enemies and can't find the last of them.. like a ghost at knight with very poor visibility.


Spamming the keys I can trigger the auto-play off sometime during high CPU and know that I've turned it off.

I'll continue to due more testing, but it work good enough, the auto-play message is very helpful... thank you.

27
tested, yes, it's only in BAI, I'll report there... and check next time before posting here, thanks

28
Done.

https://github.com/MeridianOXC/OpenXcom/commit/254ecccacfafc3c80e2229b15c76231126cb576f

As mentioned above, it doesn't cover all possible cases, situations and combinations.

I'm getting the "Facility In Use" message without any reasons when trying to remove a base facility, not build over it.  I looked at the code in the commit above and to me it looks like all the checks are for building over or a case when part of the facility would be disconnect.  I have neither of those cases in this situation, simply want to remove a facility. Is there a missing check for when just removing the facility without building over or disconnecting part of the base?

Or is it BRUTAL AI's issue since the facility I'm trying to remove is a hangar type 'garage' with hangar type 1
https://github.com/Xilmi/OpenXcom/tree/oxce-plus/Examples

Game Version:
OXCE: 7.12.2 BAI: 8.3.3 (2024-03-23)


Well I feel a little silly. I figured out the cause (I had a craft out) and although the base showed an empty hangar I was trying to remove, it was really full, that's why I got mixed up.

29
OXCE Support / Re: Support for cheat option
« on: March 29, 2024, 10:40:18 pm »
No idea about the cheating in the topic title. ::)


There is no console as such, but there is debug mode.

If you're into C++, I suppose the IDEs add some more supporting functionality, but I imagine that's not too relevant to your everyday modding needs.

Most of the lists you might want to check are already written into the savegames, which are plain text. Debug mode has some functions like showing globe regions or pedia bounding boxes, but not exactly the things you seem to have in mind.

Killing is Ctrl + D -> Ctrl + K, stunning Ctrl - J. You need to enable debug mode in options.cfg first.

Awesome, this helps a lot, thank you!

Also, interesting, on a ghost mission  Ctrl + D ->  Ctrl - J only stuns non-ghost characters.  I can stun a ghost with an electric club, but not with Ctrl+J ??

30
OXCE Support / Re: Support for cheat option
« on: March 29, 2024, 07:10:38 pm »
What is 'cheat option' in regards to the question in this post?

Also not sure if this is the right place to ask but I'm looking for some 'cheat' sort of options for game mod development support.  Asking if OXCE currently has any of the below features.

Specifically, some of the things I'm looking for:
1.) Is there a console for OXCE to enter commands like kill all enemies, etc.
2.) is there keyboard shortcuts that are not listed in the "advanced Options" if so where can I find that documentation?
3.) Any debug mods, options, for battlescape, geoscape showing menu, list of event triggers, status, etc.
4.) options in battlescape to kiil all or stun/sleep all enemies (I'm working on evaluating the balance of, Item and monthly costs, and research time balance, and want to quickly get through battlescape events for testing.

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