Author Topic: [OLD] Old OXCE discussion thread  (Read 770553 times)

Offline Yankes

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Re: [EXE] OpenXcom Extended 2.0
« Reply #345 on: May 15, 2015, 07:50:34 pm »
The possibilities of this modification are really awesome.

Since you asked for ideas/suggestions, here are some of my favorites.
1. Make it possible to attack terrain with melee weapons, for example walls. The best would be using the target cursor as for ranged attacks.
2. Allow for two different hit animations for melee weapons dependent on hit or miss. For the sound this is already possible.
3. For special abilities like 'explosion on death' or 'infectious chryssalid attack' define a chance that the special ability takes effect. For example tanks could have a 50% chance of exploding on death.
4. Holded items could modify stats/armor. For example a holded shield could give front armor bonus.
5. Building facilities could consume items from storage. For example building a Gravshield could be possible only if you spend a 'grav module' and 'elerium'.
6. Make it possible to add 32/24 bit images to ufopedia/inventory screen. I know it is not possible for battlescape/geoscape because of shading/lighting problem. However this is not the case for ufopedia/inventory. Even if only ufopedia would accept 32 bit images, modding would be much easier.


From this list only 4 and 6 don't fit my goals, first require too much code to work properly or it will be too limited to be worth doing it and second is too fundamental to be change by my branch. Rest of list look interesting and easy to do. At some point whey will be added to my branch.

Offline Bloax

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Re: [EXE] OpenXcom Extended 2.0
« Reply #346 on: May 15, 2015, 10:09:53 pm »
It would seem like you have broken the ability to use the blaster launcher, all it does is play the sound and eat up the time units - but not fire the actual missile.

Offline Yankes

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Re: [EXE] OpenXcom Extended 2.0
« Reply #347 on: May 15, 2015, 11:29:49 pm »
I will check out this.

Offline Yankes

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Re: [EXE] OpenXcom Extended 2.0
« Reply #348 on: May 17, 2015, 03:12:25 pm »
Bug fix version based on 2015-05-17 nightly is ready.
Fixed reload button cost.
Baster Luncher rocket don't disappear after first waypoint.
Stun regeneration work properly.

Offline Firaa

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Re: [EXE] OpenXcom Extended 2.0
« Reply #349 on: May 17, 2015, 04:02:46 pm »
Awesome project! It really has opened up a lot of potential.

One bug I have noticed is that accuracyMultiplier does not function at the moment. damageBonus is functioning correctly it seems, but accuracyMultiplier or throwMultiplier will not provide any bonus when given any input. A soldier with a firing accuracy of 70, Psi Skill of 50, and an accuracyMultiplier/throwMultiplier of psiSkill: 1.0 has 70 accuracy.

I've noticed this on 2.0, and it's happening on 2.0A.

Offline Yankes

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Re: [EXE] OpenXcom Extended 2.0
« Reply #350 on: May 17, 2015, 04:21:45 pm »
Code looks fine, test too. Can you show me your .rul? Maybe you made some error there.

Offline Dioxine

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Re: [EXE] OpenXcom Extended 2.0
« Reply #351 on: May 17, 2015, 04:31:42 pm »
accuracyMultiplier works correctly, I have tested it pretty extensively by now. Just notice there is an error in the mod description, it reads:

accuracyMultipler

instead of

accuracyMultiplier

(same goes for throwMultiplier etc). If you use the latter, the code works.

Also remember to set firing: 0.0 if you plan to base ranged weapon accuracy on another stat.
« Last Edit: May 17, 2015, 04:35:03 pm by Dioxine »

Offline Firaa

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Re: [EXE] OpenXcom Extended 2.0
« Reply #352 on: May 17, 2015, 04:34:25 pm »
This is the object I was testing accuracyMultiplier on. I've tried psiSkill, throwing, and flatHundred values, and again on throwMultiplier. I've tried this with both UFO Extender accuracy on and off.

Code: [Select]
  - type: STR_PSI_AMP_PYR
    requires:
      - STR_PSI_AMP
    size: 0.1
    costSell: 194700
    weight: 10
    bigSprite: 92
    floorSprite: 32
    handSprite: 88
    bulletSprite: 7
    fireSound: 19
    hitSound: 0
    hitAnimation: 0
    power: 20
    damageBonus:
      psiStrength: 1.0
    damageType: 2
    arcingShot: true
    accuracySnap: 100
    accuracyMultipler:
      psiSkill: 1.0
    costSnap:
      time: 25
      morale: 10
      stun: 1
    snapRange: 200
    clipSize: -1
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3
    psiRequired: true

Edit: I copied the wording in the documentation and used Multipler, thanks for catching that. I can't believe I overlooked it so many times. Sorry for not noticing it earlier.
« Last Edit: May 17, 2015, 04:36:19 pm by Firaa »

Offline Dioxine

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Re: [EXE] OpenXcom Extended 2.0
« Reply #353 on: May 17, 2015, 04:35:38 pm »
Yup, you have it spelled wrongly as Multipler

Offline Yankes

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Re: [EXE] OpenXcom Extended 2.0
« Reply #354 on: May 17, 2015, 05:13:19 pm »
Sorry for confusion. I will fix readme in next version.

Offline Warboy1982

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Re: [EXE] OpenXcom Extended 2.0
« Reply #355 on: May 17, 2015, 08:22:36 pm »
training rooms were designed as a replication of apocalypse's mechanic. if this is no longer the case, please remove my mod from circulation.

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended 2.0
« Reply #356 on: May 18, 2015, 08:02:35 pm »
training rooms were designed as a replication of apocalypse's mechanic. if this is no longer the case, please remove my mod from circulation.

It's not really my business, but since Yankes hasn't responded yet, can you please specify what is the offensive part? Is it code, or resources, or something else?

The only reason I'm asking is because I'd like to use this feature at some point soon, and would like to know ahead what will happen with it.

Offline Yankes

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Re: [EXE] OpenXcom Extended 2.0
« Reply #357 on: May 18, 2015, 09:48:04 pm »
If I understand Warboy intend if I change code and his mod start behave differently I should stop publishing this mod. If I change code but mod still work as intended then every thing can stay as today. Did I understood this correctly, Warboy?

Offline SDEDEN

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Re: [EXE] OpenXcom Extended 2.0
« Reply #358 on: May 19, 2015, 05:00:50 am »
You need make it yourself, example is available on mod portal: https://www.openxcom.com/mod/oxce-mods
Only problems is that mod is incompatible with current OXC and I need update them to new mod format.

Far as I can see the Training Facilities mod works just fine, though it is maybe a bit overpowered.

Offline Warboy1982

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Re: [EXE] OpenXcom Extended 2.0
« Reply #359 on: May 19, 2015, 12:50:46 pm »
you are, of course, free to do as you please with your build, including the code i gave you. i have no jurisdiction over that, and to suggest otherwise would be absurd. i'm simply saying if the functionality is changing, then the mod no longer represents what i intended, and as such i would like it taken down.
« Last Edit: May 19, 2015, 07:07:22 pm by Warboy1982 »