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Messages - Yankes

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2161
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: February 13, 2016, 03:40:26 pm »
Strange that C libs break with C++11 (or VS2015). 2.5 compiled under new compiler work fine?

And for compiling exe, there are links:
https://www.mediafire.com/download/qi9qh6s62tkna8d/OpenXcomExPlus.zip
https://www.mediafire.com/download/ix6822c9t02iudi/OpenXcomExPlusElf.zip

2162
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: February 13, 2016, 03:09:32 pm »
I still haven't been able to compile a version, which would not crash when playing intro.

I think there is something wrong with YAML library, but I cannot even debug it, because in debug mode it crashes without even getting to that point (either before or just when oxc starts).
I'll have to invest more time into it; in the meantime the safest way is to use the standalone OXCE+ exe built by Yankes.

EDIT: if you want to release 2.9+ now, let's ask Yankes to build a recent version for us (https://github.com/MeridianOXC/OpenXcom/commits/oxce2.9-plus-proto). The one I can build on my own is not stable enough for a release.
I'm now preparing to compile your branch, when it ready I will post link to exe.

Btw How you use yaml lib? as external library or part of project? At least in my build env I drop in yaml source files as part of project. One possible crash cause could be mismatch between debug version of lib and openxcom.

2163
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: February 13, 2016, 10:36:13 am »
This "bullet conservation" sounds all nice but I don't want to be forced to double all the ammo prices... they were balanced with the old system in mind. In reality, it would discourage instead of encourage to use expensive weapons since the clips would be even more expensive than they are now (get 3 clips 40k each, fire a couple of shots, get f*cked by the RNG three times).

As for "partial clip" solution, while it is most reasonable wouldn't it baloon the savefile size? The saving times are already considerably long...
Probably not, Depending how it was implemented it would add around 20x8 (different clip x bases) new lines to save game. This is lot less than around 2K lines that save can have.

2164
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: February 13, 2016, 03:33:37 am »
And there is nothing to get frustrated about. Either you lose a clip because you used up some shots, or you don't. Which is an improvement over always losing the clip.
"abundance" is require to made your solution work (lot of rolls will even out). But problem is when you lack items and your "be" or "not to be" depends on one roll it could be frustrating.

The random solution is statistically fair in the long run, and scavenging can explain the lucky rolls. The "leftover ammo" solution is even better but requires modifying save files (to store the extra data)
Good thing that OXC save games is that it ignore all unknown nodes this allow without any big effort add new data without even breaking backward compatibility.
I think system should work like that:
1) At end battlescape last half empty clip is fill up.
2) You remember numbers of bullet you borrow in base (you add this to value from previous mission).
3) If numbers of borrowed is greater than clip size, then remove one clip and reduce borrow count.
4) When you use last clip from base in battlescape it would have bullets count reduced by borrow value (similar with transfer between bases).

Only glitch it could have is downgrading to basic version of OXC, it will fill up all partial empty clips in bases :)

2165
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: February 13, 2016, 01:05:42 am »
I think random solution work only for weapons that have ammunition in abundance. If we have ammo that is limited then each time player lose roll then he will be enraged (even if last 10 mission he grain more than he lost now). Image that you lost unique 10 bullet clip after only one shoot even it "should" preserve.

I think better solution would be counting and storing sub clip bullets.

2166
Offtopic / Re: openxcom wii ?
« on: February 09, 2016, 08:35:24 pm »

2167
Offtopic / Re: Can soldiers still be "overtrained"?
« on: February 08, 2016, 11:08:52 pm »
Answer is simple, in Poland in beginning of 90s 99% of soft was pirated (and if you want buy something it was pirated version too). Probably similar in other Eastern Europe countries.
On top of that most of this games was modified or corrupted. I could say that could be even personal experiences of Dioxine,
at least I played games that don't work exactly as creators intended.

2168
Offtopic / Re: openxcom wii ?
« on: February 07, 2016, 03:19:27 pm »
do you compile it with debug symbols? Usually on windows my working copy of exe have 200MiB but when I create final version then it have only 3MiB.
Most of this is debug information that used for debugging and not need for normal usage.

2169
Offtopic / Re: openxcom wii ?
« on: February 06, 2016, 08:03:19 pm »
Then simply drop it. OpenGL is only bonus feature. Define macro `__NO_OPENGL` to get ride of it.

2170
Offtopic / Re: openxcom wii ?
« on: February 05, 2016, 11:46:03 pm »
You can completely remove it for now, this is for debugging purposes.

2171
Offtopic / Re: openxcom wii ?
« on: February 05, 2016, 10:51:35 pm »
This is still error caused by lack of algorithms header: https://en.cppreference.com/w/cpp/algorithm/for_each
You should add this two headers (math too) until you get error that is not fix by this change.
Another suggestion is reduce error level in compiler. Right now I see that you have makefile with very aggressive setting (-Werror) that probably will not allow compiling OXC. In long run all this warnings should be fixed but is not your job to do this. Ignore it and try get AFAP working binary.

2172
Offtopic / Re: openxcom wii ?
« on: February 05, 2016, 09:08:41 pm »
add `#include <algorithm>`.

2173
Offtopic / Re: openxcom wii ?
« on: February 05, 2016, 07:34:41 pm »
Perfect!
Include <math.h> solve the error.
Now I've some problems with missing SDL header files...
Then probably `SDL_CFLAGS` is not used by build script. I would suggest to place this value manually to script. In long run it isn't proper solution but it could save you lot of time in fighting with strange error caused by not properly configured environment.

Another casue could be that headers and nested deeper in directory (like `/SDL/SDL/` or something like that).

2174
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: February 05, 2016, 07:21:16 pm »
If we talk about custom properties. I'm now working (still in design phase) on system of adding custom properties to armors, units, solders etc.
This will be required by script to handle custom behaviors required by modders (like "I_AM_NIJNA: 1").
It would be to kinds of properties one in rulesets (readonly but can be overridden by another ruleset) and properties form savegame (that can be modified by scripts, and will be saved and loaded by game).

For ruleset usage will be simple:
Code: [Select]
armors:
  - type: ARMOR_X
    custom:
      XPIRATEZ_PROP_A: 13
      XPIRATEZ_I_AM_NINJA: 1
      FMP_IMMUNE_TO_SOMETHING: 0
    someScript: |
      unitArmor.getCustomInt r0 XPIRATEZ_I_AM_NINJA;
      if eq r0 1;
        #do ninja things
      end;

From code perspective it will be vector of ints (names will be stored separate and used only for saving and loading from files).

I plan have this feature in 3.0 (with unhardcoded reaction code and exposing items to scripts). One interesting side effect will be that weapons could be used in calculating stat bonuses in units (like you will be able to have bigger regeneration if you have correct weapon in hands).

2175
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: February 05, 2016, 01:13:23 am »
I think its very smart concept of item.

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