Author Topic: [OLD] Old OXCE discussion thread  (Read 672968 times)

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #585 on: November 21, 2015, 01:15:15 am »
Shooting is not important that much, better save shared functionality between objects. But melee'ing with any kind of object, or making it explode, would be awesome. The third - shooting - function is not needed that much, I doubt there would be much sense in shooting Medkits (and it would also raise problems if medkids were made to accept clips :) ) Firestorm-wand can be done already with no trouble, it's just a battleType 1 with a lot of extra code :)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #586 on: November 21, 2015, 01:50:16 am »
eee, melee is already implemented, set melee time cost to value bigger than zero and you should be able hit aliens in head with medikit instead of healing them.

BTW, around hour or more next bug fix verison will be ready.

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #587 on: November 21, 2015, 02:13:28 am »
bug fix version 2.5a ready
- consistent craft stats
- stun unit items
- exposion radius based on stats

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #588 on: November 21, 2015, 12:28:00 pm »
eee, melee is already implemented, set melee time cost to value bigger than zero and you should be able hit aliens in head with medikit instead of healing them.

BTW, around hour or more next bug fix verison will be ready.

Then I was unlucky, since melee didn't work for Psi-Amp, for some reason... I guess I need to try with every object type, since new OXCE is up! :)

EDIT. Succesfully migrated to 2.5. Aircraft equipment finally works in full capacity. Does 2.5A use the same Nightly as 2.5?
« Last Edit: November 21, 2015, 01:31:04 pm by Dioxine »

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #589 on: November 21, 2015, 01:40:10 pm »
Yes, and how melee don't work? What happens exactly?

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #590 on: November 21, 2015, 02:01:58 pm »
The Psi-Amp misses all the time (30 consecutive misses with hit chance = 71%), playing 'failed psi attack' sound while doing that.

The meele code:

Code: [Select]
    meleeType: 7
    meleePower: 30
    meleeDamage:
      strength: 0.3
      melee: 0.1
    accuracyMelee: 100
    meleeMultiplier:
      flatHundred: 0.5
      melee: 0.5
    costMelee:
      time: 12
      energy: 6
    flatMelee:
      time: true


EDIT: missed hit sound and anim, but even adding it changes nothing. However, Medikits, Flares & Corpses, when added this code, work as intended - I was clubbing left and right with flares, bottles and fallen enemies :) The only problem - death animation is not always played.

EDIT: would it be possible to remove 'safeguards' that delete all Battletype 0 and 'wrong' Battletype 2 items from enemies inventories? It's kinda impotant, because the enemies carry lots of items like data discs or sth, and I have to make them battletype 10, but this makes them loadable into the craft. Or is it safe to use battletype 11 for these misc items?
« Last Edit: November 21, 2015, 02:54:17 pm by Dioxine »

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #591 on: November 21, 2015, 05:16:47 pm »
Another problem found:

Code: [Select]
    meleePower: 20
    meleeDamage:
      strength: 5.5

If I add such stats to a gun, it seems to only use meleePower, and completely ignore the bonus that it's supposed to get from meleeDamage (ver. 2.5)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #592 on: November 21, 2015, 05:57:32 pm »
Sorry, readme f*** up. `meleeDamage` -> `meleeBonus`.
And for psi-amp, I will look on this in code. Probably some special handling of psi attack override melee hits.

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #593 on: November 21, 2015, 06:51:33 pm »
Thank you, now it works :)

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #594 on: November 21, 2015, 10:31:55 pm »
Hmm, melee reactions now seem to crash the game (ver. 2.5). Could you look into their code? Does 2.5A run on the same nightly? Might be that specific's Nightly's bug...

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #595 on: November 22, 2015, 01:55:13 am »
2.5a use exactly same nightly as 2.5 only difference is bug fix.
Do you have savegame? it would speed up reproducing thins bug on my side.

[ps]
test with basic xcom don't show crash when enemy react with melee. I need more information to fix it.
« Last Edit: November 22, 2015, 03:39:00 am by Yankes »

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #596 on: November 22, 2015, 02:10:06 pm »
The crash save. Needs piratez 0.96, but you have to install 'em on OXCE 2.5 (the DL package contains 2.4A); just wait a couple of turns, an enemy should go through the door, prompting the crash. Such crashes never happened before...

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #597 on: November 22, 2015, 02:33:17 pm »
thaks, I will look on this.

[ps]

It looks like problem is with walking sound rather than reaction. It gets value 999 and crash when you see movements of that unit. You can test it by using debug mode and it will crash turn earlier. I will check if its some problems with loading ruleset.
« Last Edit: November 22, 2015, 02:55:53 pm by Yankes »

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #598 on: November 22, 2015, 05:15:15 pm »
Hmm, this unit uses default walking sound. This makes sense, since there was a crash earlier when a power-armor unit just walked into gals' view... But why suddenly the default walking sound would be bugged? Map settings?


EDIT: the problem is caused by moveSound: -1 in armor's entry... While movesounds have been moved from armors to units, or at least doubled. DAMMIT I HATE SUCH CHANGES. Especially since the 'default' -1 just moves it to 999, breaking the game... :/ What's the default number which causes an unit to use normal terrain-dependant walking sounds?
« Last Edit: November 22, 2015, 05:40:19 pm by Dioxine »

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #599 on: November 22, 2015, 06:10:14 pm »
Allright, alerts off, seems that removing all movesound:-1 eliminates the bug... now only for a gruelling work of upturning the whole ruleset, to eliminate STR_FLOATER and STR_SNAKEMAN, and turning them to STR_GUILD and STR_CHURCH...