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Messages - Juku121

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The X-Com Files / Re: The X-Com Files - 0.5.5c alpha: I'll Dissect You!
« on: February 27, 2017, 01:05:49 am »
Some recolored sprites for Salamandrons.

The X-Com Files / Re: The X-Com Files - 0.5.5c alpha: I'll Dissect You!
« on: February 17, 2017, 02:37:57 am »
I'll ask Meridian to add filtering by categories to the buy/sell screens.

Something like the 'hidden' filter from manufacturing would be better for outright removing obsolete guns. But Meridian was planning to do away with even the manufacturing option, last I heard.

Reordering doesn't really work even half as well, I can tell you from experience. And it's a lot of fiddling around for Solarius.

The X-Com Files / Re: The X-Com Files - 0.5.5c alpha: I'll Dissect You!
« on: February 15, 2017, 10:00:01 pm »
I AM ignorant, that's why I asked. You're reading too much into my statements. ;) Nice read, though.

A few more questions inspired by your piece:

Is there a country that completely switched from Sako to AI or vice versa?

Are today's AWM users mostly late adopters then? I know that not all TRG users date back to the 90s or even the early 00s.

The X-Com Files / Re: The X-Com Files - 0.5.5c alpha: I'll Dissect You!
« on: February 15, 2017, 04:32:14 pm »
AI got their first, but SAKO dominated the market immediately afterward until roughly 2005.

By 'market', do you mean the civilian market? Because if Wiki is right, various militaries are split between TRG and AWM as the most popular, PGM 338 playing runner-up and several bigger countries (US, Canada, Germany) doing their own variants.

Some even use both Sako and AI products, but I have doubts about anyone switching over from one to the other. Militaries don't really work that way. Then again, it's a pretty niche weapon, so some weirdness might have happened.

Edit: clarifications.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 15, 2017, 01:23:20 pm »
In a recent mission I noticed I was getting damaged personal armor from nowhere.  It seems my unconscious soldier in personal armor counts for the drop.  I tested it by knocking one of my other personal armor troops (near the skymarshall) unconscious and I got a second damaged armor.

OK, thanks for the report. I'll try to look at it ASAP.

This is still happening in 0.5.5. Basically, live and dead recoverable 'corpses’ are treated the same. Have you had any luck coming up with a fix? If not,  the Alternate Corpse mod looks like a potential starting point.

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: February 15, 2017, 11:54:58 am »
It indeed was the desert terrain that was bugged. Solarius has already fixed this, inconveniently at exactly the same time as he updated to the  new 3.5+ format. Note to self: test features on at least two different terrains before assuming the mistake is in the ruleset.

Sorry for needlessly wasting your time with an already resolved issue. I really do need to upgrade before asking for help again.

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: February 15, 2017, 10:27:41 am »
Happens on plain vanilla maps, too, so it's unlikely. Otherwise Solarius would be hip deep in crash reports right now. :)

But I'll test anyway, it just in case... how do I get advanced logging, again? I recall there being command line parameters in OXCE, but a cursory search turns up nothing. And if you mean just plain openxcom.log, that one's got nothing, either.

It's a useful tip, though, so thanks. Off-topic, and I admit I've not looked for it, but has there ever been some sort of 'modding wisdom' thread where veteran modders share nontrivial tips they've learned over the years? To give you an idea what I mean, tips #1 and #2 would likely be 'if it crashes at midnight, it's probably faulty research' and 'getOneFree really only works on live Aliens... sometimes’.

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: February 15, 2017, 01:19:36 am »
a) Biggest difference is that it use random range of damage (from `RandomType`) and hit only one element of tile.
Oh, I see. That’s where the Irwin-Hall distribution screws with my usual intuition. Thanks.

To find cause of crash best way is prove save and ruleset need to run it. Logs are not many times useful because only information is "its crashed".

Try the outdated mod from here against the attached savegame. I’m 90% sure the save’s still compatible. If it’s not, I’ll make a special save for the older version.

I thought Meridian's comment meant I could search by category  at least and felt stupid for missing such a powerful feature. Then I went and tried and it didn't work. So +1 to what Solarius said.

I also often want to either scan some part of the list for interesting things or quickly go through a custom shopping list that involves a moderate number of different categories (mainly consumables). 'Hidden' filter would essentially create your own personal shopping list, but even search by category name or a filter similar to the equipment screen would be an improvement. Current Quick Search is a complementary tool, and a straight upgrade over manual search, but it does not appear to be a replacement.

Whether there is enough interest for it to be worth your time is another matter.

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: February 14, 2017, 08:48:55 pm »
Damn, almost ninja'd. ;D

a) This is fine, I understand and can work with it. My problem is with non-explosive plasma weapons which are too powerful for some reason, either because I'm misunderstanding the formulas or another mistake like the one in b). What is the non-explosive damage algorithm? It's obviously randomized, but beyond that I can't really tell.

b) Perhaps I left in ToTile: 1.0 by accident. That would do it. By the way, which 0.5 is inherited for DamageType: 3 and DamageAlter: ResistType: 5. I'd guess the HE one?

c) So tile 'armor resistance' is effectively made up of the default ToTile values of various damage types? Good to know.

d) Yeah, that's what I thought. I just wanted to cover all bases.

I have another lower-priority problem as well. There's something wrong with my grenades, and I can't for the life of me figure out what it is. Or rather, I think I know what the problem is, but I have no idea how to go on about solving it. As far as I can tell, sometimes when an Alien tries to use a grenade, it just CTDs the game. This idea is supported by the crash going away when I delete all the grenades from the save. There may be several changes responsible for it, because I've modified quite a number of related aspects (really low strengths to limit unrealistic throwing, changed priming and throwing costs of grenades, etc.) But there are no sneaky features inherent to the grenades, like TU damage going into negatives that I've also caught causing CTDs.

Does it look like some known problem or is there a way to trace the problem? Straight crashes usually don't give much log info.

OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: February 14, 2017, 08:07:17 pm »
The categories only work for equipment screen, but they should be improved to cover buy/sell/vaults menus as well.

Did anything ever come of this? I've not seen anything like it in the changelogs, and with roughly ten gazillion buyable things in Piratez and soon in X-Com Files that looks like a really handy feature. Or maybe it's on Meridian's lower-priority todo list and there are just more pressing concerns?

As an aside, is the todo list available anywhere? I've seen bits of it, e.g. here, but nothing comprehensive. I'm just curious, don't take this as a request to create one (I know publishing such a list is not without its downsides).

If something like this is ever implemented, I'd throw out an alternate idea: make the right click in buy/sell/loot menus behave like it does for manufacturing, i.e. [marks as new]/hides/[back to regular], with corresponding categories of 'hidden' buyables and such. Right now categories are personnel/crafts/everything else, which are quite irrelevant as far as ease of use is concerned.

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: February 14, 2017, 07:49:39 pm »
Has anything changed about the terrain damage formulas, over what's written about the OG in UFOpaedia?

The reason I'm asking this is that I've broken terrain damage in some way, and since I'm not exactly sure what the current formulas are, I'm not able to fix things I don't understand.

Specifically, I've changed all Alien(-inspired) explosives to ResistType: 5 (plasma). The end result is, these explosives now do their nominal damage against terrain, resulting in hilarity like blowing the whole top off a Terror Ship with a Blaster Bomb.

Fiddling around with ToTile damage modifiers, I can resolve this on a weapon-by-weapon basis. A bit hackish, but fine. As a corollary, I tentatively conclude that terrain has 50% armor against explosives and 0% against plasma.

Now comes the weird part. I have two plasma projectile weapons, one with 100 power and the other with 120, both using the 2d100 damage model. If UFOPedia is to be believed, neither should be able to pierce outer UFO walls (armor 100), since 120 * 0.75 = 90 < 100. In practice, the 120-damage weapon pretty much obliterates UFO walls at will and the 100-damage version does so with great regularity, maybe 50-60% of the time as a guesstimate.

I've also seen Dioxine claim that projectile damage is 2/3 - 4/3 of nominal damage. That would make it 50% and 75% chance to blow holes in flying saucers, respectively. Given that I did not do any rigorous testing, this is pretty consistent with my experience. So far, so good.

I then changed the ToTile damages to 60%, making these two weapons effectively do 60 and 72 damage against terrain. Dioxine's formula now disallows any UFO wall destruction: 100*0.6*4/3 = 80, 120*0.6*4/3 = 96, both less than 100. UFOpedia obviously does so as well. But in reality I was still blowing away walls, a small trial run gave me 4 penetrations/28 hits and 7 penetrations/29 hits, making the destruction chances of vvery roughly 10% and 25%.

Since my base is Solarius's X-COM Files, an extensive mod in itself, plus a lot of fiddling with parameters I don't apparently understand well enough, it's entirely possible that there's another factor here that I'm not aware of that screws up the calculations. I'd really like to understand what exactly is going on, though. I'm unable to post ruleset snippets right now, but can do so tomorrow if requested.

Oh, and all these plasma weapons have ToArmorPre: 0.1, but as I understand it, walls and other terrain don't really have any armor values that this would apply to.

The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 28, 2016, 02:46:18 am »
@Dioxine: I'm not going to get into a pissing match with you, since being the main developer of the biggest mod (which I wholeheartedly commend you on) has clearly gone to your head. And I'm not basing this off of just my personal interaction with you. Anybody who knows what a 'Mecron' is should recognize the species and avoid it.

@others: WRT 'leeching', does anyone whose work has been used in my changes (including Solarius, Dioxine, Arthanor, Hobbes, hellrazor, CanadianBeaver and many others) want me to take it down? Just say the word then.

Anybody who has not lost their composure yet, what does Dioxine mean by 'Civilized standards' when he first says 'nobody sane will go through your changes' (true for practical purposes), and when I put forth detailed high-level changelogs and invite people to look at the changes via Ufopedia, quick battles and test runs, berates me for not dumping the same 'unreadable' changes as a submod?

I'll remind you, the whole issue between me and Solarius has been the volume of conflicting changes, which no amount of pruning or reformatting is going to solve.

The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 28, 2016, 12:38:00 am »
So you want to shut yourself in an ivory tower. Sure, it's your choice, to each their own :)

I think somebody had a very good reply to that.

Do not subvert what I said. It makes me think bad of you.

If I wanted to stay in my tower, I'd never have made an account here or tried sharing my work.

The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 27, 2016, 03:19:46 pm »
I assumed you know this, if you do, kudos, if not, I can elaborate further on mod-to-sub-mod structure.

There has to be order, and the master file should be by the main developer, even if it's inconvenient to a person like you.

However, Solar keeps detailed changelogs, and you can always ask him for help, him, or anyone.

Sure, keeping only submod-specific changes sounds nice in theory. The issue is, what these changes are keeps constantly changing, a large chunk of which are automatically at odds with Solarius' (e.g. at least 75% of items.rul is now different from Solarius', so omitting the intersection is just an invitation to conflicts). And it's quite difficult to make large-scale changes when looking at a partial ruleset, hence my comment about having to maintain double rulesets.

Solarius does keep changelogs, but for my purposes, they're only useful as reminders. I doubt he's going to make changelogs a la 'gave Hybrid7, Hybrid11, Hybrid67,... Chempistols' or 'gave Sectopods, MiB Sectopods and both X-Com Sectopods thermal vision', and even if he did, it wouldn't help much more.

I guess the bottom line is, my changes are not an actual mod, and in all likelihood will not become one. You could view them as a playable 'modder's resource'.

Regarding Git, there are other issues that make using it non-attractive for me, but... how does it facilitate the generation of high-level, non-minutiae-filled changelogs? Or, for that matter, bug-finding (as opposed to bug-tracking)?

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