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Messages - Yankes

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31
OXCE Support Y-scripts / Re: Broken Y-scripts
« on: February 28, 2024, 11:06:48 am »
I do not see this is related to BAI as most of this errors look like simply missing variables in script and typos.

e.g. script try use local variable `itemRuleset` that was not declared.
Another is missing `;` after `Tag.GOGGLES_STRENGTH`
`var ptre soldier_rule RuleSoldier;` mix order of names of variable to declare with name of type.

overall when you read errors, engine output at first most inner one, and on following lines that add more context.

32
OXCE Support Y-scripts / Re: Broken Y-scripts
« on: February 28, 2024, 12:33:44 am »
how exactly broken? what happens exactly? and what you expected to happens? do script compile at all?

33
Brutal AI / Re: Brutal-OXCE 8.3.0
« on: February 27, 2024, 07:10:01 pm »
This is like self executing anonymous function, right?
Yes, `[&]` introduce lambda function (`{...}` is its body) that can `&` reference all objects in function, and last `()` call it.

34
Open Feedback / Re: Improving MIDI music support (ALSA MIDI) on Linux?
« on: February 27, 2024, 07:06:32 pm »
Code: [Select]
Any plans to add ALSA Midi support into OpenXCOM?Probably no, someone need to contribute it (write change and test it).
Another problem is that OXC will need to move away from SDL1.2, I do not know if MIDI is even possible in SDL2 or SDL3 way you want.

35
Brutal AI / Re: Brutal-OXCE 8.3.0
« on: February 27, 2024, 03:50:35 pm »
btw even if `fac=*(_facilities.end());` do not crash this is incorrect when you use "foreach" loop, even more it could break logic as it override vector data by other.
If you used classic loop this would look like `*it = *(_facilities.end() - 1);` and it would copy data and not break loop.
For nested loops there is another trick (aside of `goto`) to exit them, `return` and lambda functions:

Code: [Select]
(
[&]
{
for (auto* fac : _facilities)
{
for(Craft *fCraft : fac->getCraftsForDrawing()) // Now, we consider a vector of crafts at the hangar facility
        {
if (fCraft == craft)
{
fac->delCraftForDrawing(fCraft); // If craft is at the hangar, it is deleted
return; //quit lambda not whole function
}
}
}
}
)();


36
Brutal AI / Re: Brutal-OXCE 8.3.0
« on: February 27, 2024, 02:10:54 pm »
Debug deliberately crash on code like this, in Release all checks are removed (as cost a lot) and code can access invalid memory.
Why code "work"? as most cases there still vector memory here, and in many cases after removing elements it could have garbage that have valid value.
And this case `*(end() -1)` and `*end()` have same value as `*end()` point to memory that have previous "high mark" of data that vector stored before removing element from it.

37
OXCE Support / Re: Reduce enemy suicides
« on: February 19, 2024, 08:22:18 pm »
Aliens already check what fail into explosion radius, and if more targets are than ally in it, they they decide to blast given potion.

38
It is a temporary directory to mount the appimage. It has the directory structure for the data files but the UFO and TFTD folders have no data files inside.

The tmp directory is deleted when the programme ends.
And this is problem, game based on this two folders decide if it correct folder, as logs show it was decide that was folder that should have this data.
As folders are empty this cause game to fail.

39
And what content have `/tmp/.mount_OpenXCFei8mK/`?

40
Released Mods / Re: X-Chronicles Release, v.0.99.17.1
« on: February 16, 2024, 12:01:26 am »
continuation of Meridian post:

To allow new version of OXCE handle this dummy rulesets, I added new node `ignore: NAME`. This inform engine that it should skip
this position. Name can be even `~` if you don't need any.

41
OXCE Suggestions NEW / Re: [Suggestion] fixed weapon firing mode
« on: February 11, 2024, 02:59:38 am »
That is this "space ship" on first button? :>

For more serious feedback, maybe icon should have one "bullet" and crosshair?
On other hand, mods can override attacks names (like two "auto shots" but with different shoot count), mods should be able to easy override
override each icon per weapon.

42
Brutal AI / Re: Brutal-OXCE 8.2.1
« on: February 08, 2024, 02:00:31 am »
Code: [Select]
fac=*(_facilities.end());
This code never can be correct, `end()` is always invalid pointer and you can't deference it.

43
Brutal AI / Re: Compiling Brutal-OXCE 8.2.1
« on: February 07, 2024, 09:36:07 pm »
https://github.com/MeridianOXC/OpenXcom/commit/daeebd1d6
This commit should fix reported error, at least last time when someone had this error with VS this was fix.

44
Open Feedback / Re: Radar mathematics
« on: February 06, 2024, 08:45:17 pm »
No, OXC rulesets for base game have noting to do with floppy disk, most of this was hardcoded in original exe anyway.
OXC load graphic and maps from org game.
For rulesets look here: https://github.com/MeridianOXC/OpenXcom/tree/oxce-plus/bin/standard/xcom1



45
Brutal AI / Re: Compiling Brutal-OXCE 8.2.1
« on: February 06, 2024, 12:24:56 pm »
Both, recent version of VS have bug, recent version have work around for this bug

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