Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Yankes

Pages: 1 ... 3 4 [5] 6 7 ... 211
61
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

62
Brutal AI / Re: Compiling Brutal-OXCE 8.2.1
« on: February 06, 2024, 11:19:13 am »
I recall this was VS bug, it misscompiled code, recent version of OXCE should be fixed

63
OXCE Suggestions NEW / Re: [Suggestion] fixed weapon firing mode
« on: February 04, 2024, 02:51:58 pm »
Some brainstorming:

I think by current behavior and this new should exists side by side. like new screen and "fast action" is accessed by `shift-click`.
And for mods/users that like new behavior better, there would be user option that swap meaning of `click` and `shift-click`.

I do not think that more than fire modes should be accessible, we could config:
* change reaction shoot type.
* select "skills" that match given weapon
* buttons that call custom script that simulate weapons modes (like "attach bayonet" or "use suppressor")

64
Only one, it would be near impossible to propagate more data than first "error".

65
commendation and transformations can grant "solders bonuses" that affect battleunits, and this bonuses are exposed to scripts.
You can add hook `applySoldierBonuses` on specific bonus to propagate info about commendation or transformation.

66
ok, for now this not available but I think should be added. I put in on my TODO.

[ps]

For now you could probably workaraund it by solders bonuses as some are exposed to scripts.

67
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: January 25, 2024, 12:05:07 am »
Maybe we should add console like in Quake? :D
At least we could reuse lot of function registration from y-script.

68
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: January 24, 2024, 10:51:21 pm »
There is some programs that are designed to edit save files, would they be better for this task?

69
OXCE Support Y-scripts / Re: [Examples] More Y-Script examples
« on: January 20, 2024, 08:46:46 pm »
Some random example of new custom vapor:
Code: [Select]

  - update: STR_BLASTER_BOMB
    power: 10
    blastRadius: 2
    vaporColorSurface: 6
    vaporDensitySurface: 10
    vaporProbabilitySurface: 100
    scripts:
      vaporParticleAmmo: |
        var int temp;
       
        set subvoxel_velocity subvoxel_trajectory_forward;
        muldiv subvoxel_velocity -3 2;
       
        random.randomRangeSymmetric temp 100;
        subvoxel_velocity.addX temp;
        random.randomRangeSymmetric temp 100;
        subvoxel_velocity.addY temp;
        random.randomRangeSymmetric temp 100;
        subvoxel_velocity.addZ temp;
       
        begin;
          var int last 6000;
          sub last subvoxel_trajectory_distance_max;
          add last subvoxel_trajectory_distance;
         
          if gt last 0;
            set temp 100;
            muldiv temp last 6000;
            random.randomChance temp;
            if gt temp 0;
              muldiv subvoxel_velocity last 6000;
            end;
          else lt subvoxel_trajectory_distance 6000;
            muldiv subvoxel_velocity subvoxel_trajectory_distance 6000;
          end;
        end;
        subvoxel_velocity.addZ 200;
        return;
  - update: STR_LASER_RIFLE
    vaporColorSurface: 5
    vaporDensitySurface: 1
    vaporProbabilitySurface: 100
    scripts:
      vaporParticleAmmo: |
        # noting
        return;
  - update: STR_RIFLE_CLIP
    vaporColorSurface: 2
    vaporDensitySurface: 17
    vaporProbabilitySurface: 100
    scripts:
      vaporParticleAmmo: |
        var int off;
        var int temp;
       
        if lt particle_number 3;
          var Position up subvoxel_trajectory_up;
          var Position right subvoxel_trajectory_right;
          var int sin;
          var int cos;
         
          set sin subvoxel_trajectory_distance;
          set cos subvoxel_trajectory_distance;
         
          wavegen_sin sin 10000 8;
          wavegen_cos cos 10000 8;
         
          mul up sin;
          mul right cos;
         
          set subvoxel_offset up;
          add subvoxel_offset right;
          set subvoxel_velocity 0 0 0;
          set subvoxel_acceleration 0 0 0;
          set subvoxel_drift 10;
         
          set subvoxel_velocity subvoxel_trajectory_forward;
          mul subvoxel_velocity -1;
         
        else lt particle_number 5;
       
          add vapor_color -2;
          set subvoxel_drift 50;
          set subvoxel_velocity subvoxel_trajectory_forward;
        else lt particle_number 12;
          # set off subvoxel_trajectory_distance;
          # wavegen_sin off 1200 5;
          set vapor_color -1;
          # add vapor_color +1;
          # set subvoxel_velocity 0 0 150;
          # set subvoxel_acceleration 0 0 off;
        else;
          var int sin;
          var int last 6400;
          sub last subvoxel_trajectory_distance_max;
          add last subvoxel_trajectory_distance;
          if gt last 0;
            #hit point
            add vapor_color -2;
            set subvoxel_offset subvoxel_trajectory_forward;
            muldiv subvoxel_offset last 256;
           
            random.randomRangeSymmetric temp 500;
            subvoxel_velocity.setX temp;
            random.randomRangeSymmetric temp 500;
            subvoxel_velocity.setY temp;
            random.randomRangeSymmetric temp 500;
            subvoxel_velocity.setZ temp;
           
            set subvoxel_acceleration subvoxel_velocity;
            muldiv subvoxel_acceleration -1 50;
          else lt subvoxel_trajectory_distance 6000;
            add vapor_color +1;
            #start trajectory
           
           
            set subvoxel_velocity subvoxel_trajectory_forward;
            mul subvoxel_velocity -4;
           
            random.randomRangeSymmetric temp 100;
            subvoxel_velocity.addX temp;
            random.randomRangeSymmetric temp 100;
            subvoxel_velocity.addY temp;
            random.randomRangeSymmetric temp 100;
            subvoxel_velocity.addZ temp;
           
            set subvoxel_acceleration 0 0 -10;
          else;
            # set sin subvoxel_trajectory_distance;
           
            # wavegen_sin sin 1000 -12;
            # add vapor_color -1;
            # set subvoxel_acceleration 0 0 sin;
            # set subvoxel_drift 1000;
           
            # set vapor_color -1;
          end;
        end;
       
        return;
In next week I prepare more concrete examples of some popular weapons trails.

70
OXCE Support / Re: tuSnap: -100 not working in OXCE
« on: January 20, 2024, 08:43:13 pm »
Negative costs are ban in OXCE as it would cripple logic that try reason about future actions.
For regain TU most cases you need get hit by something then script or custom damage types can restore TU.

71
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: January 20, 2024, 06:57:21 pm »
In OXCE 7.11.2 I added script hook that alow changing how vapor particles moves (speed + acceleration) that allow lot more variability
in types of weapon attacks.
As hack you can even fake additional "hit" effects moving some particles closer to end of trajectory and spreed them from that point.
(rifle do something like this in example video)

72
Brutal AI / Re: Brutal-OXCE 8.1.1
« on: January 18, 2024, 12:14:46 am »
It then gets into this part of C++ I have difficulty understanding. With the Lambdas. For reasons I don't understand I can hover over some of the parameters to see their values but not all of them.
I meet problems like this when compiler optimalize out variable I like to look on. some times `volatile` to keep compiler hands away from it.

73
Offtopic / Re: Retro games
« on: January 17, 2024, 02:48:27 am »
Thing that intrigue me is that on old system you had direct access to hardware. No operating system, drivers, libraries. You one on one with hardware.
Probably at some point I will buy for my self 8bit computers like Commander X16 (modern clone of Commodore 64) or other similar one.

74
Help / Re: Game freeze sometimes when using invisible units
« on: January 15, 2024, 11:06:03 am »
This is not same problem like happens in XPZ caverns? when unit want move but not see unit in front of it?

75
Brutal AI / Re: Brutal-OXCE 8.0.3
« on: January 05, 2024, 03:43:29 pm »
I tried last version from git and have this crash, now I do not get crash in battle destructor. when I try quit game after it to try again, game crash on `Globe` destructor.
This look like big memory corruption.

[ps]

After changing some mods (last time I had some test mod enabled) game crash on `ctrl-a` and code at `PathfindingNode::connect`.
Probably Alpha is right ablaut cause of this error.

Pages: 1 ... 3 4 [5] 6 7 ... 211