aliens

Author Topic: [OLD] Old OXCE discussion thread  (Read 781136 times)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #645 on: December 13, 2015, 12:42:09 pm »
This was done long time ago: `ToArmorPre`.
« Last Edit: December 13, 2015, 12:43:46 pm by Yankes »

Offline robin

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Re: [EXE] OpenXcom Extended
« Reply #646 on: December 14, 2015, 02:58:28 pm »
where can i find the required nightly?
i guess i could take out the files from xpiratez mod.

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #647 on: December 14, 2015, 06:43:59 pm »
Some posts ago I post it in this thread as zip.

Offline robin

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Re: [EXE] OpenXcom Extended
« Reply #648 on: December 16, 2015, 10:58:22 pm »
laziness triumph.

could anyone point me to what fixing need to be made to port mod to extended?
not asking about advanced extended-only features, just about converting vanilla stuff correctly.

for example i know (as far as i understand) that HWP ammo work in a different way.
vanilla:
  - type: STR_TURRET
    clipSize: 6
  - type: STR_AMMO
    clipSize: 6
equals to extended:
  - type: STR_TURRET
    clipSize: 1
  - type: STR_AMMO
    clipSize: 6
oops this was wrong actually; they still seem to work differently; maybe because it still uses old nightly as base.

also turning off retaliation for alien races is different afaik.
vanilla:
  - retaliation: false
extended:
  - retaliationAggression: -100


anything else?

thanks
« Last Edit: December 16, 2015, 11:25:56 pm by robin »

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #649 on: December 16, 2015, 11:29:38 pm »
this is two different retaliations. One is responsive for random missions (`retaliation`) second for real retaliation after shooting down ufo (`retaliationAggression`).

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #650 on: December 17, 2015, 08:39:46 am »
could anyone point me to what fixing need to be made to port mod to extended?
not asking about advanced extended-only features, just about converting vanilla stuff correctly.

None code-wise but Extended changes some rules (like reloading, or that uncoscious units can be hit and killed, etc, etc), so the mod may require rebalancing :)

Offline AbuDhabi

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Re: [EXE] OpenXcom Extended
« Reply #651 on: December 20, 2015, 05:05:29 pm »
I'm trying the Linux binaries linked in the first post, and getting segmentation fault (no other errors). What gives?

This is a Linux Mint, and I've got the ubuntu nightly installed via repository. What's the proper way to install the extended version?

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #652 on: December 20, 2015, 06:26:51 pm »
This repo is probably version 1.0 that should be forgotten. You need proper data from nightly to work with. You can grab it for one of post in that thread (I probably should move it to first post for better visibility).

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #653 on: December 27, 2015, 12:54:10 am »
Ehnacement suggestion: a medikit with a flag medikitType 1...3 should display the number of remaining uses in the hand ui, just like a weapon/ammo clip (it won't be misleading, since such a medikit has just a single type of effect anyway, not 2 or 3 like in normal medkits). Not sure if it should display these instead of normal medikit info in the full inventory UI, but just might as well. Hope I managed to make myself understandable...

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #654 on: December 27, 2015, 01:17:26 am »
It can be done. When I have some free time I will do it.

Offline Meridian

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Re: [EXE] OpenXcom Extended
« Reply #655 on: December 27, 2015, 10:53:30 am »
Ehnacement suggestion: a medikit with a flag medikitType 1...3 should display the number of remaining uses in the hand ui, just like a weapon/ammo clip (it won't be misleading, since such a medikit has just a single type of effect anyway, not 2 or 3 like in normal medkits). Not sure if it should display these instead of normal medikit info in the full inventory UI, but just might as well. Hope I managed to make myself understandable...

@Dioxine: something like this? ...see attached

Btw. you reminded me of a feature I wanted to implement: a BIG FAT warning that you're about to heal/stim the enemy... I've done that too many times by mistake.

It can be done. When I have some free time I will do it.

@Yankes: patch file attached

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #656 on: December 27, 2015, 12:39:22 pm »
Yeah, just like that :) I thought of limiting it to UI-less medkits only (beer will become one in 0.97C, just like combat drugs), since it looks a bit ugly... but boy, so very useful :)

@About healing the enemy: just don't make it a prompt or you will drive me insane, since I do heal enemies rather often, on purpose :) Maybe some modification of the medical UI so it shows WHOM you're healing (a name shown). Otoh beer's going to be UI-less now... :)

Offline Meridian

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Re: [EXE] OpenXcom Extended
« Reply #657 on: December 27, 2015, 01:24:20 pm »
Yeah, just like that :) I thought of limiting it to UI-less medkits only (beer will become one in 0.97C, just like combat drugs), since it looks a bit ugly... but boy, so very useful :)

@About healing the enemy: just don't make it a prompt or you will drive me insane, since I do heal enemies rather often, on purpose :) Maybe some modification of the medical UI so it shows WHOM you're healing (a name shown). Otoh beer's going to be UI-less now... :)

1/ Can you send me an example ruleset for UI-less medikit so that I can test it? Or is there something in 0.97b already I can use?

2/ Don't worry, the warning will be non-prompting... something on the medikit GUI which says "Applying to: ENEMY/FRIEND/NEUTRAL/YOURSELF"... not sure about UI-less medikits (I didn't see any yet), maybe I can think of something else... but definitely no prompts, that would drive me crazy too

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #658 on: December 27, 2015, 01:41:39 pm »
1/ Can you send me an example ruleset for UI-less medikit so that I can test it? Or is there something in 0.97b already I can use?

Code: [Select]
  - type: STR_BEER
    size: 0.05
    costBuy: 300
    costSell: 200
    weight: 2
    bigSprite: 318
    floorSprite: 204
    handSprite: 864
    hitSound: 120
    battleType: 6
    medikitType: 2
    allowSelfHeal: true
    stimulant: 3
    stunRecovery: 10
    energyRecovery: 20
    tuUse: 8
    costThrow:
      energy: 4
    flatRate: true
    invWidth: 1
    invHeight: 2
    listOrder: 4800

Just replace the current one with this, and replace/delete the HitSound since it's a non-existent sound in 0.97B :)

And a more fun item:

Code: [Select]
  - type: STR_CRACK
    size: 0.01
    requiresBuy:
      - STR_CRACK
    costBuy: 5000
    costSell: 3500
    weight: 2
    bigSprite: 383
    floorSprite: 203
    hitSound: 41
    battleType: 6
    allowSelfHeal: true
    medikitType: 3
    costUse:
      time: 15
      energy: -25
      morale: -100
      health: 15
    painKiller: 1
    costThrow:
      energy: 4
    listOrder: 5430

@2: yeah just like you said, but i'd rather see something like: target: {name}, it will be more informative and require less extra strings.
« Last Edit: December 27, 2015, 01:43:56 pm by Dioxine »

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #659 on: December 27, 2015, 02:55:22 pm »
I think that some med-kits should be only self use. Instead of current `allowSelfHeal`would be new property:
Code: [Select]
allowedTargets:
  self: true
  enemy: false
  friend: true
  stuned: false
This would be shared with psi-amp. But this would be breaking change. This probably will go with 3.0.

I hope that I could manage finish 3.0 before Christmas (in julian calendar :D) probably hardest part is finish only some details left to do.