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Messages - Player701

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31
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: July 26, 2018, 06:36:04 pm »
Finally fixed, took a lot longer than I thought... corner cases of corner cases of corner cases, sigh.

Here's the fix: https://github.com/MeridianOXC/OpenXcom/commit/c867b6bf53ae72907a6a70b3747153b458b9aa11

Here's a new build: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10b-88ae4fdc2-2018-07-26-win32.7z

I would appreciate if someone could test all the combinations of:
 - storage limits option turned on/off
 - having alien containment in the base or not
 - having alien containment in any other base or not

Using the save file I attached earlier, I am now presented with an alien containment management screen at the end of the mission. I guess this is intended behavior. Perhaps the message could be changed, though (it says I must remove excess aliens from containment even though I don't have one). Wish it were possible to turn off the ability to transfer the aliens, but then I might as well just not use it.
 
The only thing which looks weird to me is that the "Alien containment limits exceeded" popup window seems to appear before its animation starts playing (i.e. first I see the message, and then the "window frame" animation and sound play). I think I saw this effect one or two times back when I didn't have any alien containment in any of my bases, but then I thought it was just a fluke (perhaps I pressed a button too fast or something); however, this time it can be reproduced reliably.

I wish I could test more, but unfortunately I don't have much time in the following two days. Thank you anyway, though. (guess OpenXcom could probably benefit from some kind of unit testing framework...)

32
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: July 24, 2018, 09:25:20 pm »
Storage limits affect alien containment in Openxcom too.

And the requirement to have alien containment in the base (or transfer to another base that has it) will be fixed.

I see.

Also, regarding
PS: as for "<=" vs "<".... "<" is correct

Sorry, then. Too much advanced logic seems to have been introduced here so I guess I don't understand it all. Just thought I'd better ask about it...


33
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: July 24, 2018, 08:09:56 pm »
In OXCE+ the aliens can be transferred to other bases instead of dying.
If you turn on the "Enforce storage limits" option, you will get the message about not sufficient alien containment.

Without the option turned on, it just goes into minus (and you are not forced to remove or transfer the alien).

But I guess there is still a logical error there... you should be able to go into minus let's say from 10 to -7, but not from 0 to -7 (i.e. when you don't have any alien containment).
I'll fix it accordingly.

PS: as for "<=" vs "<".... "<" is correct

I thought storage limits only affected items, not captive aliens. I am aware you can exceed your general stores capacity after recovering items from a successful mission (vanilla behavior), but there has always been a requirement to have an alien containment at your base to store live aliens. At least it is like this in plain OpenXcom (and AFAIK in vanilla as well).

34
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: July 22, 2018, 04:56:26 pm »
Hi again.

There seems to be an issue where I can recover live aliens despite having no alien containment at my base.

Check out the attached save file: load, shoot the sectoid (doesn't always work on first try, reload if it fails) => mission is over, live aliens recovered = 1. Then go to base management, select the 3rd base ("Asia") and check the stores. Bah - there is a Sectoid Leader there... and no alien containment (not even under construction).

Looking at the code, this behavior seems to be introduced in OXCE+ (also confirmed by testing in vanilla OXC, the "Alien dies because no alien containment" message is displayed before debriefing). However, the original game does not work this way. Could you please make this behavior toggleable and disable it for vanilla rulesets, if possible? The same behavior is implemented in recoverCivilian as well; even though civilians are not recoverable in vanilla, maybe make the toggle apply there too for consistency?

Also, possible bug: maybe a "<=" should be here instead of "<"? Lines 2147 and 2227 in DebriefingState.cpp

Thanks :)

35
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 30, 2018, 09:25:58 pm »
Because if you could train Throwing Accuracy in a few turns of throwing items, your men would max out this stat on day 1, without even leaving the base... The hangar is a suitable place for practicing throws.
If that is not illogical, what is?

And then you'd be able to train other stats without even leaving the base too, e.g. firing accuracy in a shooting range, or stamina by exercise etc. But I don't really care about the realism aspect of the game anyhow, so I don't think there's much point in discussing this...

36
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 29, 2018, 07:15:10 pm »
2 commits behind (both only about new openxcom logo and icons)... I have cherry-picked everything else.
OK, that's just awesome :) Thanks a lot!

37
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 29, 2018, 06:45:35 pm »
More info: https://openxcom.org/forum/index.php/topic,5251.0.html
Yeah, read this one already, but the changelog made me worry a little. I don't mind the throwing accuracy training fix (though I don't see anything illogical in training it with throwing random stuff around either). Thank you for a clearer explanation :)

Will wait for the next version now.

BTW, how far behind the master OpenXcom branch OXCE+ is? Last time I played OXC (though it was quite a while ago) the tendency was for the latest nightlies to contain more bug fixes (though it was of course also possible that new bugs could be introduced), and I presume it is the same today. In other words: how stable is the latest release build of OXCE+?

38
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 29, 2018, 09:49:25 am »
OK, that's a pretty clear bug for me then... I'll report to Yankes.

Sorry for the late reply. I guess a save file is not needed anymore since you have by now ruled out that the issue is actually a bug?

P.S. Just a few words regarding my opinion on this project:

Basically, the QoL improvements is all I'm after. OXCE+ seems to do a fairly good job on this, though I wish some features were customizable without the use of mods (like the bug hunt mode, for example).

Also, the changelog seems to feature a lot of changes which seem like they modify the game mechanics compared to OpenXcom. For example: "Alien bases can now scan for xcom craft and generate hunt missions". How do I know if this is just a modding option that is NOT enabled by default or a new feature built into the base game? I'd really like to have an experience as close to the "vanilla" game as possible (except the bugs, of course) but with additional QoL. OXCE+ goes much further than OXC in terms of the latter, but if it also makes changes to the actual gameplay, it would be nice to know what exactly it changes.

Thank you very much :)

39
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 26, 2018, 12:30:01 pm »
Hi.

I've been trying this out and suddenly discover it's possible to destroy outer UFO walls with a heavy plasma. This clearly shouldn't happen as stated here, and I see no mentioning of this in the changelog. Can't replicate this in OpenXcom, that's why I presume this change was introduced in OXCE+ (whether accidentally or deliberately). Using no mods except the universal patch on top of the Steam version of game data. Is it possible to revert this behavior to correspond to OpenXcom / original game?

Thanks.

40
Open Feedback / Question about alien psi abilities and mind control
« on: August 14, 2016, 09:36:05 pm »
Hi.

I've been playing OpenXcom for about a week (not continuously, of course) with the purpose of having some fun and possibly finding a few bugs in the process (already reported some issues on the bug tracker).

I now have a question about using aliens' special abilities when they are under your control, which wasn't possible in the original game. Namely, psi abilities. For example, when I mind control an Ethereal, there is a "PSI" button in the upper right corner of the screen which allows me to make use of the Ethereal's psi skills. However, it seems that this button is only used to conduct panic attacks, and not mind control. Is it deliberately made impossible to mind control an alien with another alien without the use of a Psi-Amp, or am I just missing something? If it is the former, is there any explanation behind it? It seems perfectly logical to me that this option should be available.

Sorry if this has already been asked, forum search didn't yield any useful results.

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