aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 69906 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #570 on: June 14, 2020, 05:14:53 pm »
6.5.1 / 2020-05-21

Having trouble hitting units on stairs with melee attacks (as in, the hit sound plays, but no damage is dealt).

(hopefully) Fixed in 6.5.3 / 2020-05-28

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #571 on: June 24, 2020, 03:32:49 pm »
Version 6.5.3.1 aquanauts who has melee and ranged weapon in hands always use ranged for reaction regardless of choosing melee by left click (yellow dot set on knife). Bug or selecting weapon for reaction fire works only for ranged version? It will be great use this feature for melee reaction as well, especially if second weapon ranged or both hands used for melee only.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #572 on: June 24, 2020, 03:56:15 pm »
it works for melee too

if melee can't be used (for example if you are not in melee range), ranged will be used instead

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #573 on: June 24, 2020, 04:12:19 pm »
Ok, that explain things. But how make use melee only avoiding spend TU on ranged? For example aquanaut kneeling with knife and harpoon in other hand and waiting while creeper come in close range to react with knife. Is only way then unequip harpoon or unload it? It's kinda inconveniently because I need spend TU putting weapon down and picking it up at new turn. So option do NOT use ranged if it has ammo and melee preferred for reaction will be very useful.
P.S.
Suggestion. Red dot on weapon what disable it completely for reaction fire:
« Last Edit: June 24, 2020, 04:42:06 pm by Shiroi Bara »

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #574 on: June 29, 2020, 05:55:24 pm »
I am not sure where to post this, this concerns scripts (shields in particular). I'm playing XCF right now and had a sectiod turn around and reaction fire upon moving after depleting it's shield.

It faced away from my agent and did not reaction fire when I shot at it and depleted it's shield, but it turned around and reaction fired when I subsequently moved the agent. I'm not sure if this is a limitation of the shield script, intended or simpyl a bug. Can somebody shed some light onto this?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #575 on: June 29, 2020, 07:59:56 pm »
I am not sure where to post this, this concerns scripts (shields in particular). I'm playing XCF right now and had a sectiod turn around and reaction fire upon moving after depleting it's shield.

It faced away from my agent and did not reaction fire when I shot at it and depleted it's shield, but it turned around and reaction fired when I subsequently moved the agent. I'm not sure if this is a limitation of the shield script, intended or simpyl a bug. Can somebody shed some light onto this?

This is unrelated to shields, it happens also without shields.

It's a known quirk of OXC and probably also of the original game.

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #576 on: June 29, 2020, 08:28:58 pm »
Ah, okay, that's good to know. Thanks!

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #577 on: June 29, 2020, 09:08:25 pm »
No reaction after shot but reaction after move is not quirk but fundamental behavior of reaction.
Every unit have ReactionScore value that is based on current TU.
When you have highest reaction nobody can attack you, but if you fall bellow other start shoot at you.
In this case after shoot you have still initiative because your reaction score was bigger, but after one step alien have chance to react.

You can image this like:
Hitting target inform him that you are there, and he want to turn araound but he is too slow to have any effect. When you move, you giving him this precious second to react and shoot back at you.

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #578 on: June 29, 2020, 10:01:29 pm »
I'm aware of that. It's just that the TU reduction from shooting was quite substential, while the one from walking was not. Must have been right on the edge.


BTW, I just discoverd that during outfitting/deployment the numbers indicating how many items are in a pile vanish if you switch to a player unit that has been spawned for that mission and then switch back to your soldiers.

Case in point would be the "David Vincent" mission in XCF. If during deployment you switch to David Vincent (unit can't access your items, i.e. ground is empty) and then switch forward/backward to your units the items on the ground are missing the numerical indicators. They only reappear if you click the "scroll right" button (which probably redraws them).


EDIT:
I'm also having some trouble with units on slopes, I think the drawing order is a bit off:
« Last Edit: June 30, 2020, 03:22:42 pm by krautbernd »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #579 on: June 29, 2020, 11:10:42 pm »
EDIT:
I'm also having some trouble with units on slopes, I think the drawing order is a bit off:

fixed in oxce v6.5.3

Offline zxalexis

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Re: OXCE (OpenXcom Extended) main thread
« Reply #580 on: July 01, 2020, 07:50:12 pm »
I have trouble with latest builds on linux (6.5.5 including latest daily) with Area51 mod
The error I see: error processing 'ZOMBIE_ARMOR' in armors: Item STR_ZOMBIE_CORPSE not found

Logfile:
Spoiler:
[01-07-2020_19-42-39]   [INFO]   OpenXcom Version: Extended 6.5.5 (v2020-06-21)
[01-07-2020_19-42-39]   [INFO]   Platform: Linux
[01-07-2020_19-42-39]   [INFO]   Data folder is:
[01-07-2020_19-42-39]   [INFO]   Data search is:
[01-07-2020_19-42-39]   [INFO]   - /home/zx/.local/share/openxcom/
[01-07-2020_19-42-39]   [INFO]   - /usr/local/share/openxcom/
[01-07-2020_19-42-39]   [INFO]   - /usr/share/openxcom/
[01-07-2020_19-42-39]   [INFO]   - /usr/local/share/openxcom/
[01-07-2020_19-42-39]   [INFO]   - /usr/share/openxcom/
[01-07-2020_19-42-39]   [INFO]   - ./
[01-07-2020_19-42-39]   [INFO]   User folder is: /home/zx/.local/share/openxcom/
[01-07-2020_19-42-39]   [INFO]   Config folder is: /home/zx/.config/openxcom/
[01-07-2020_19-42-39]   [INFO]   Options loaded successfully.
[01-07-2020_19-42-39]   [INFO]   SDL initialized successfully.
[01-07-2020_19-42-39]   [INFO]   SDL_mixer initialized successfully.
[01-07-2020_19-42-39]   [INFO]   Attempted locale: en_US.utf8
[01-07-2020_19-42-39]   [INFO]   Detected locale: en_US.utf8
[01-07-2020_19-42-39]   [INFO]   Attempting to set display to 1280x800x32...
[01-07-2020_19-42-40]   [INFO]   Display set to 1280x800x32.
[01-07-2020_19-42-40]   [INFO]   Loading data...
[01-07-2020_19-42-40]   [INFO]   Scanning standard mods in '/usr/share/openxcom/'...
[01-07-2020_19-42-40]   [ERROR]   Invalid standard mod 'Area51', skipping.
[01-07-2020_19-42-40]   [INFO]   Scanning user mods in '/home/zx/.local/share/openxcom/'...
[01-07-2020_19-42-40]   [INFO]   Active mods:
[01-07-2020_19-42-40]   [INFO]   - xcom1 v1.0
[01-07-2020_19-42-40]   [INFO]   - area51 v0.972
[01-07-2020_19-42-40]   [INFO]   Loading rulesets...
[01-07-2020_19-42-41]   [ERROR]   There are invalid/obsolete attributes in starting condition STR_XENOPHOBIA_A. Please review the ruleset.
[01-07-2020_19-42-41]   [ERROR]   There are invalid/obsolete attributes in starting condition STR_XENOPHOBIA_B. Please review the ruleset.
[01-07-2020_19-42-41]   [ERROR]   There are invalid/obsolete attributes in starting condition STR_XENOPHOBIA_C. Please review the ruleset.
[01-07-2020_19-42-41]   [ERROR]   Crossing the prime meridian in mission zones requires a different syntax, region: STR_SOUTH_ATLANTIC, zone: 1, area: 6, lonMin: 359.82, lonMax: 0.95
[01-07-2020_19-42-41]   [ERROR]     Wrong example: [350,   8, 20, 30]
[01-07-2020_19-42-41]   [ERROR]   Correct example: [350, 368, 20, 30]
[01-07-2020_19-42-41]   [ERROR]   Error processing 'ZOMBIE_ARMOR' in armors: Item STR_ZOMBIE_CORPSE not found

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #581 on: July 01, 2020, 09:43:08 pm »
Find this:

Code: [Select]
  - type: ZOMBIE_ARMOR
    spriteInv: INV_ZOMBIE
    spriteSheet: ZOMBIE.PCK
    corpseBattle:
      - STR_ZOMBIE_CORPSE

in armors_Area_51.rul, and delete the last two lines to get this:

Code: [Select]
  - type: ZOMBIE_ARMOR
    spriteInv: INV_ZOMBIE
    spriteSheet: ZOMBIE.PCK

Offline zxalexis

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Re: OXCE (OpenXcom Extended) main thread
« Reply #582 on: July 01, 2020, 10:23:36 pm »
delete the last two lines to get this:

Thanks, that helped. :)