Author Topic: [OLD] Old OXCE discussion thread  (Read 674910 times)

Offline Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1305 on: June 27, 2017, 03:22:25 pm »
This is what my mind blows.. i don't know maybe heat made me stupier but i am really confused..

I am looking to:

-XCE topic of yankees and it says, it's  ver38.. : https://openxcom.org/forum/index.php/topic,2915.0.html
-XCE+ topic of yours and it says ver37.. : https://openxcom.org/forum/index.php/topic,5258.0.html
-Nightly just get updated by your new research code.. : https://openxcom.org/git-builds/

So i see 3 different exe's..  and the final XCE+ at your topic is 37 and when i use it, this code does not work but you say, i need 3.8a which nowhere i can find.. there could be some type missing at this topics about version numbers maybe.

Can you show me where is the 3.8a XCE+ with this multi ammo code and your research fix.

Thank you again..

Yes, these are 3 different EXE's (vanilla (OXC), OXCE and OXCE+).

1. Latest vanilla is here: https://openxcom.org/git-builds/

- It doesn't have any version
- It contains my research fix
- It doesn't contain the multi-ammo code (and never will)

2. Latest OXCE is here: https://openxcom.org/forum/index.php/topic,2915.0.html

- It is version 3.8a
- It doesn't contain my research fix, because it hasn't been merged yet (earliest in 3.9)
- It does contain the multi-ammo code

3a. Recommended OXCE+ is here: https://openxcom.org/forum/index.php/topic,5258.0.html

- It is version 3.7
- It doesn't contain my research fix, because it hasn't been merged yet (earliest in 3.9)
- It doesn't contain the multi-ammo code, because it hasn't been merged yet

3b. Latest (not yet officially recommended) OXCE+ is here: https://openxcom.org/forum/index.php/topic,4187.msg84153.html#msg84153

- It is version 3.8a
- It doesn't contain my research fix, because it hasn't been merged yet (earliest in 3.9)
- It does contain the multi-ammo code... but there are known bugs... which is why I haven't updated the recommended download to this version yet

Offline ivandogovich

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Re: [OXCE] OpenXcom Extended
« Reply #1306 on: June 27, 2017, 03:45:44 pm »
@drages:  One way to look at it, is that you are surfing the cusp of development.  You are trying to leverage improvements from three different Developer teams (Vanilla, OXCE-Yankes, OXCE+-Meridian).  The benefit is all the great new features, the cost is un-discovered bugs and migration times as some features move back and forth between versions.  And all this is limited by the amount of free time that these volunteer developers have to work on the project/features you are interested in.

Offline drages

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Re: [OXCE] OpenXcom Extended
« Reply #1307 on: June 27, 2017, 04:01:34 pm »
@drages:  One way to look at it, is that you are surfing the cusp of development.  You are trying to leverage improvements from three different Developer teams (Vanilla, OXCE-Yankes, OXCE+-Meridian).  The benefit is all the great new features, the cost is un-discovered bugs and migration times as some features move back and forth between versions.  And all this is limited by the amount of free time that these volunteer developers have to work on the project/features you are interested in.

I know what they do for the public.. i am not a developer class but 3-4 years as a modder. This is a standard problem when there is many developers working together and alone at same time. It's just a bit complicated for just only modders with all exes, development diaries, scripts and more. I see the way much more clear now.

Offline Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1308 on: June 27, 2017, 06:51:52 pm »
I will look on this too.

Hi Yankes, did you have time to check what it is?

If not, I am attaching a small mod (HwpTest.zip) for xcom1, extracted from piratez, where you can test 2 HWPs (Tank/Autocannon and Tamed Boomosaurus).

Differences illustrated in the attached picture.

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1309 on: June 27, 2017, 07:40:02 pm »
Recently I do not find enough time to sit and analyze this bugs, but I will try fix them in this week and release new version (maybe with master merge what you waiting for).

Offline Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1310 on: June 27, 2017, 07:44:07 pm »
Recently I do not find enough time to sit and analyze this bugs, but I will try fix them in this week and release new version (maybe with master merge what you waiting for).

No pressure, take your time.

EDIT: also, for completeness, this was reported on my thread: https://openxcom.org/forum/index.php?topic=4187.msg84402#msg84402
« Last Edit: June 28, 2017, 12:19:02 pm by Meridian »

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1311 on: July 02, 2017, 06:19:57 pm »
I fix all know bugs and merge with master, I will add couple of new small features and release new version.

Offline Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1312 on: July 03, 2017, 12:26:22 pm »
One more similar, but different bug that needs a fix: https://openxcom.org/forum/index.php/topic,5047.msg84804.html#msg84804

Quote
A fatal error has occurred: Unsupported action (val: 12) for item STR_DOGE_TRACK

Notice val: 12 (BA_LAUNCH), not 8 (BA_SNAPSHOT) as in the earlier bug
« Last Edit: July 05, 2017, 04:28:49 pm by Meridian »

Offline Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1313 on: July 03, 2017, 04:26:09 pm »
And one request:
For damage preview, I would need a method BattleItem->needsAmmoForAction()

Could you add that to OXCE?
(or paste a code snippet that would do it here, I don't want to study the whole thing just to add one small method... call me lazy)

Currently only needsAmmoForSlot() is available.
« Last Edit: July 03, 2017, 04:30:44 pm by Meridian »

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1314 on: July 03, 2017, 07:08:54 pm »
And one request:
For damage preview, I would need a method BattleItem->needsAmmoForAction()

Could you add that to OXCE?
(or paste a code snippet that would do it here, I don't want to study the whole thing just to add one small method... call me lazy)

Currently only needsAmmoForSlot() is available.
Consider it done

Offline Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1315 on: July 05, 2017, 04:25:47 pm »
One more potential bug report or at least a question.

I found this, when I could not load save from this post: https://openxcom.org/forum/index.php/topic,5047.msg84804.html#msg84804

Seem like clip loaded in weapons are not assigned to a correct slot... is that intended or not?
See attached picture.

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1316 on: July 05, 2017, 07:26:12 pm »
Clip in weapon do not belongs to any inventory, it would be strange if ammo is in "hand" but weapon is in backpack.
In 3.8 I add clearing inventory slot when item is loaded to weapon.

I will look on this bug, probably my change expose place where game check slot for this that should not have a slot.

Offline Dioxine

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Re: [OXCE] OpenXcom Extended
« Reply #1317 on: July 06, 2017, 12:28:09 pm »
A minor improvement suggestion: hitting unconscious enemies shouldn't be giving experience.

Offline Meridian

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Re: [OXCE] OpenXcom Extended
« Reply #1318 on: July 06, 2017, 01:04:45 pm »
A minor improvement suggestion: hitting unconscious enemies shouldn't be giving experience.

I can do that... but isn't it a bit harsh on the player?

Offline Ethereal

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Re: [OXCE] OpenXcom Extended
« Reply #1319 on: July 06, 2017, 02:39:43 pm »
A minor improvement suggestion: hitting unconscious enemies shouldn't be giving experience.

Perhaps was meant, the stun of conventional weapons, but not specialized stunning weapons? If so - totally agree.