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71
OXCE Suggestions NEW / Re: [QoL] Higher player movement speed
« Last post by 0ros on November 19, 2024, 03:21:11 am »
If the units are moving slow for you, that's probably because the device you're using sucks and can't handle processing faster movement. For me, at max slider, stuff is teleporting around.
How does that make sense? Is the max slider forcing "240 FPS"? Is that how it makes the units move faster? Because it's an old engine? Something as simple as unit movement speed shouldn't be tied to that, normally (which is why in some other turn-based games there was no such issue).

That reminds me of uncapping FPS of console games speeding them up.
72
OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« Last post by Yankes on November 19, 2024, 02:47:44 am »
but we need use cmake to compile gcc version, btw I already took this task. and find some bugs like missing includes
(yaml-cpp brings some headers that now are missing).
One thing to you to fix could be reduce warning spam in GCC:
Code: [Select]
In file included from /home/Yankes/prog/openxcom/src/Ufopaedia/../Mod/RuleItem.h:23,
                 from /home/Yankes/prog/openxcom/src/Ufopaedia/ArticleState.h:21,
                 from /home/Yankes/prog/openxcom/src/Ufopaedia/Ufopaedia.h:24,
                 from /home/Yankes/prog/openxcom/src/Ufopaedia/UfopaediaSelectState.h:21,
                 from /home/Yankes/prog/openxcom/src/Ufopaedia/UfopaediaStartState.cpp:21:
/home/Yankes/prog/openxcom/src/Ufopaedia/../Mod/../Engine/Yaml.h:26: warning: ignoring ‘#pragma warning ’ [-Wunknown-pragmas]
   26 | #pragma warning(push)
      |
/home/Yankes/prog/openxcom/src/Ufopaedia/../Mod/../Engine/Yaml.h:27: warning: ignoring ‘#pragma warning ’ [-Wunknown-pragmas]
   27 | #pragma warning(disable : 4668 6011 6255 6293 6386 26439 26495 26498 26819)
      |
/home/Yankes/prog/openxcom/src/Ufopaedia/../Mod/../Engine/Yaml.h:30: warning: ignoring ‘#pragma warning ’ [-Wunknown-pragmas]
   30 | #pragma warning(pop)
      |
In file included from /home/Yankes/prog/openxcom/src/Ufopaedia/../Mod/../Engine/../../libs/rapidyaml/c4/yml/yml.hpp:11,
                 from /home/Yankes/prog/openxcom/src/Ufopaedia/../Mod/../Engine/../../libs/rapidyaml/ryml.hpp:4,
                 from /home/Yankes/prog/openxcom/src/Ufopaedia/../Mod/../Engine/Yaml.h:28:
/home/Yankes/prog/openxcom/libs/rapidyaml/c4/yml/parse.hpp:15:21: warning: redundant redeclaration of ‘c4::yml::id_type c4::yml::estimate_tree_capacity(c4::csubstr)’ in same scope [-Wredundant-decls]
   15 | RYML_EXPORT id_type estimate_tree_capacity(csubstr src);
      |                     ^~~~~~~~~~~~~~~~~~~~~~
In file included from /home/Yankes/prog/openxcom/src/Ufopaedia/../Mod/../Engine/../../libs/rapidyaml/c4/yml/yml.hpp:9:
/home/Yankes/prog/openxcom/libs/rapidyaml/c4/yml/parse_engine.hpp:767:21: note: previous declaration of ‘c4::yml::id_type c4::yml::estimate_tree_capacity(c4::csubstr)’
  767 | RYML_EXPORT id_type estimate_tree_capacity(csubstr src);
      |                     ^~~~~~~~~~~~~~~~~~~~~~

last one look like sloppy declaration in lib itself.

[ps]
some fixes:
https://github.com/Yankes/OpenXcom/tree/rapidyam

[ps2]
https://stackoverflow.com/a/55877109/1938348 probably best way to handle warnings like this in portable code.
73
OXCE Suggestions NEW / Re: [QoL] Higher player movement speed
« Last post by Delian on November 19, 2024, 01:21:07 am »
If the units are moving slow for you, that's probably because the device you're using sucks and can't handle processing faster movement. For me, at max slider, stuff is teleporting around.
74
OXCE Suggestions NEW / Re: [QoL] Higher player movement speed
« Last post by shinr on November 19, 2024, 01:07:08 am »
IMO, there is nothing "somewhat" about the max speed movement.

And from my understanding, you want a 90s-style uncapped-CPU-cycles-near-instant-teleportation speed?

75
OXCE Suggestions NEW / Re: [QoL] Higher player movement speed
« Last post by 0ros on November 19, 2024, 12:43:45 am »
You can already increase player unit movement speed in options > battlescape.
Yeah, but even at the slider's max, it is only "somewhat fast". (Currently, the speed is at "slow finger movement speed", while "2x" would be at "normal".)
76
OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« Last post by Delian on November 19, 2024, 12:05:30 am »
Uhh... from what I can tell, all of those instructions are irrelevant. We don't use a single header file, and we aren't trying to amalgamate one. We aren't using the pre-built library. We aren't trying to make a library. We aren't using package managers to install anything, and aren't going to link the project in github (unless you want to). We aren't building a quickstart example, so the CMakeFiles.txt links don't matter. And we aren't using/changing any CMake variables because we're using default build options.
77
OXCE Suggestions NEW / Re: [QoL] Higher player movement speed
« Last post by Delian on November 18, 2024, 11:31:14 pm »
You can already increase player unit movement speed in options > battlescape.
78
OXCE Suggestions NEW / [QoL] Higher player movement speed
« Last post by 0ros on November 18, 2024, 11:07:04 pm »
I wondered why that wasn't higher since I've seen so in other turn-based games, etc.

The current speed seems "somewhat fast"; I suggest at least "50%" higher, or "2x" as much, if possible.
79
OpenXcom Extended (OXCE) / Re: Converting OXCE to rapidyaml
« Last post by Meridian on November 18, 2024, 09:56:13 pm »
What's next? Note that I can only do testing and building on Windows.

I can test on various platforms.
But I have trouble understanding the instructions here: https://github.com/biojppm/rapidyaml?tab=readme-ov-file#using-ryml-in-your-project
I have practically zero experience with cmake and have no idea what to do.

Have you come across some sample project, which I could use as inspiration?
(our Linux, Macos and Android builds use cmake.)

In the meantime, I'll try the iOS build, which isn't based on cmake as far as I can tell.
80
Thank you. Took only a few minutes to copy and paste into Xcomfiles and add the quick draw slot into the slot list.

It might not work just like that. Some items might not show up in the loot pile; this was my experience when using the vanilla mod with XCF. Maybe adding QD slot is enough, maybe not.
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