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Messages - Stoddard

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481
As for hostile intercepts, well, I imagine there would be some means for adversaries (aliens,  bought-out governments, etc) to detect the flights and to dispatch intercept missions against player craft. So the player won't be able to send lone transports all over the world with impunity in mid-late game. I thought about making inter-base material transfers a separate mission that can be shot down (but are faster than standard 24-48-72 hour transfer).

The logic would have to run at minimal - 5sec intervals, plus some modding to grant the detection ability and UI to tell the player that he's being intercepted. Nothing quite impossible, just a big bunch of workfun.

482
Hm? With the current missionScripts you can have a lot more than 'random stuff happening randomly plus a retaliation or two', unless you mean some specific features that you'd like to be implemented.

Current code does it like this (github.com/SupSuper/OpenXcom@a617d7c):

Code: [Select]
void GeoscapeState::time1Month()
{
    _game->getSavedGame()->addMonth();

    https:// Determine alien mission for this month.
    determineAlienMissions();
    ...
}

void GeoscapeState::determineAlienMissions()
{
    ...
    https:// level four condition check: does random chance favour this command's execution?
    if (process && RNG::percent(command->getExecutionOdds()))
    {
        https:// good news, little command pointer! you're FDA approved! off to the main processing facility with you!
        success = processCommand(command);
     }
    ...
}

bool GeoscapeState::processCommand(RuleMissionScript *command)
{
    ...
    https:// more randoms here ...
    ...
     mission->start(command->getDelay());
    ...
 }


So there goes any possibility of a hostile intercept, for example. The code gets called once a month.

I accept than on the timeframe of a year  the mission set is not entirely random and it is possible to see some correlation to player actions. But inside a month or two it quite is, which is what I wanted to say.

I didn't even begin to write down what I want to accomplish besides the vague idea of much more stuff happening on the planet, adversaries actions being much more clearly attributable to either their agenda or player's actions, and player having much more visible impact on adversaries' strategy. The only clear thing is that the current code just doesn't cut it, and that I have no idea what would be required of any future code.

So I hack around. Maybe something will come out of it.




483
I'm working on a prototype for better adversary simulation for geoscape.

My motivation is that Piratez factions' actions in geoscape look even more ridiculous than vanilla game's aliens', to the point I can't play Piratez in geoscape any more. So the prototype aims at supporting a believable simulation of multiple factions mostly zooming around minding their business, but occasionally clashing, or banding together against some other faction or the player.

I want tens to hundreds of flights in progress, deeper detection simulation, escorts, hostile interceptions, and  reasons why all this is happening. For the first step, something barely looking as living, ala the enemy in c64 ROBB will suffice.

This will also show what changes would be needed to the OpenXCOM itself, since the current alien mission implementation there just cannot support anything fancier than a bunch of random stuff happening randomly plus a retaliation or two. Emulates the original faithfully, great work, but the original was very limited. So it has to be extended, and it is completely unclear how.

That is why the prototype is being developed completely separate from the openxcom codebase, sharing only the data.

Also, traditional geoscape view is not really suited to debugging such sims, so I currently use half-baked 2D Miller cylindrical projection map like they use in space mission control, generated from the geoscape data, to see the whole world at once.
(Polar regions are mostly unusable, but I hope to get the north-south scrolling to work).

No idea if the map even has a chance to getting into OX, but it is sure easier to keep track what's going on.

484
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: May 14, 2016, 02:10:09 am »
FYI, "master" is just a copy of SupSuper's vanilla repo... you need the branch from the first post if you want any of my changes.

Well, thank you, this did it, the oxce2.9-plus-proto works ok but for a few warnings.

I spent 3+ hours trying to cherry-pick even the first (tiny) commit for this feature.
After giving up hope on automatic merge because of different line endings (and yes, I tried the first 10 ways I could google to do it... all failed), I eventually merged it by hand... yes, by hand.
Still, it doesn't compile:
- because it requires also next commit (wouldn't be so bad)
- and because it depends on at least another 2 previous commits, which I really can't be bothered to search for and painfully cherry-pick and test

If anyone has nerves from steel, feel free to do it... I'll happily commit your PR.

For the life of me I can't find that. Seriously, arcane merges are way simpler than this forum search crap.  Can you please post a few pointers?


485
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: May 14, 2016, 01:00:18 am »
Had anyone had any luck with compliling x64 linux executable? I keep hitting the same quite random crash (doesn't happen with downloaded 32bit exes) and would like to know if someone ever did it successfully, or the code base is knee-deep in int/ptr-width bugs, or  was that known to work, but bit-rotted and can realistically be fixed or what.

(besides, minimising the window really messes up my window manager, and every option apply recenters the window which gets real annoying on two monitors, but I can't fix that until I can compile something not crashing right away)

system: xubuntu trusty x64
codebase:
origin   https://github.com/MeridianOXC/OpenXcom.git (fetch)
* master 9d44544 Multiple calls to SDL_GetVideoMode crash on various systems. Users will just have to manually restart after changing the Window Position option.

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