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Author Topic: [OLD] Old OXCE discussion thread  (Read 663179 times)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #870 on: July 22, 2016, 07:32:05 pm »
I can add this two properties for throwing.

And for radius, it always been caped on 11 for non fixed radius. Looking through history I don't see anyone changing this cap.
I think, I could add new item property that will allow changing this cap.

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #871 on: July 22, 2016, 09:09:30 pm »
I'd like the cap removed, please. Or better yet, make settable through ruleset (I can up it to 30-40 and be happy)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #872 on: July 24, 2016, 02:37:28 pm »
Let the darkness consume you!
https://youtu.be/9oNroA3feEw

I'm now working on bit more realistic lighting in game, biggest difference will be that you need have LOS to illuminate tile.

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #873 on: July 24, 2016, 02:44:50 pm »
Let the darkness consume you!
https://youtu.be/9oNroA3feEw

Sorry, but what is the difference between this and vanilla? I've watched it, but...

I'm now working on bit more realistic lighting in game, biggest difference will be that you need have LOS to illuminate tile.

That sounds nice.

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #874 on: July 24, 2016, 03:30:08 pm »
Sorry, but what is the difference between this and vanilla? I've watched it, but...
On flat surface without any obstacles there none difference, but when you have walls and objects, they block light.
You can see when I throw flare to doors, parts of map become black even they still should be in flare glow in normal xcom.
Another is last part when unit circle around stone and everything behind is deep black.

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #875 on: July 24, 2016, 03:43:34 pm »
On flat surface without any obstacles there none difference, but when you have walls and objects, they block light.
You can see when I throw flare to doors, parts of map become black even they still should be in flare glow in normal xcom.
Another is last part when unit circle around stone and everything behind is deep black.

Ah, OK! I thought you were talking about two different features.
Nice feature, much needed.

Offline Starving Poet

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Re: [EXE] OpenXcom Extended
« Reply #876 on: July 24, 2016, 04:44:49 pm »
Let the darkness consume you!
https://youtu.be/9oNroA3feEw

I'm now working on bit more realistic lighting in game, biggest difference will be that you need have LOS to illuminate tile.

Oh god, no - lighting up a UFO by throwing a flair on the roof is like night-tactics 101!  :p

Offline ivandogovich

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Re: [EXE] OpenXcom Extended
« Reply #877 on: July 27, 2016, 06:44:34 am »
Ugh. Popping in with more challenges with corpse switches.  Bigobs this time.  Yankes, can you look this over and see if I'm messing something up?

This is the error I get at a CTD when trying to switch to an inventory view with an corpse that should be switched on the floor.
Code: [Select]
[26-07-2016 19:03:43] [FATAL] A fatal error has occurred: Invlid surface set 'BIGOBS.PCK' for item 'STR_TRADER_9_CORPSE_BATTLE': not enoght frames
[26-07-2016 19:03:44] [FATAL] Crash dump generated at C:\Users\FM\Downloads\XPirateZ_Working\OpenXcom_XPiratez\user\26-07-2016_19-03-43.dmp
[26-07-2016 19:04:00] [FATAL] OpenXcom has crashed: Invlid surface set 'BIGOBS.PCK' for item 'STR_TRADER_9_CORPSE_BATTLE': not enoght frames
Extra information has been saved to openxcom.log.
Please report this to the developers.

Current version of the script:
Code: [Select]
extended:
  tags:
    RuleArmor:
      CORPSE_SWITCH_ENABLED: int
      CORPSE_SWITCH_RESOURCES_MOD: RuleList
      CORPSE_SWITCH_SPRITE_BIG_DEAD: int
      CORPSE_SWITCH_SPRITE_BIG_STUN: int
      CORPSE_SWITCH_SPRITE_BIG_WOUND: int


  scripts:
    selectItemSprite:
      - offset: 2
        code: |
          var int curr_hp;
          var int curr_wounds;
          var int temp;
          var ptr BattleUnit unit;
          var ptr RuleArmor armor;
          # var ptr RuleMod rules;
         
          item.getBattleUnit unit;
          unit.getRuleArmor armor;
          if neq armor null;
            unit.getHealth curr_hp;
            unit.getFatalwoundsTotal curr_wounds;
            armor.getTag temp Tag.CORPSE_SWITCH_ENABLED;
            if eq temp 1;
              armor.getTag temp Tag.CORPSE_SWITCH_RESOURCES_MOD;
              if eq blit_part blit_item_big;
                if le curr_hp 0;
                  armor.getTag sprite_index Tag.CORPSE_SWITCH_SPRITE_BIG_DEAD;
                else gt curr_wounds 0;
                  armor.getTag sprite_index Tag.CORPSE_SWITCH_SPRITE_BIG_WOUND;
                else;
                  armor.getTag sprite_index Tag.CORPSE_SWITCH_SPRITE_BIG_STUN;
                end;
                rules.getSpriteOffsetBigobs sprite_index temp;
                return sprite_index;
              end;
            end;
          end;
          return sprite_index;                 

         
#usage
#armors:
#  - type: STR_NONE_UC
#    tags:
#      CORPSE_SWITCH_ENABLED: 1 #1 enable this functionality for this unit, 0 disable
#      CORPSE_SWITCH_RESOURCES_MOD: current #to what mod sprites belongs to, `current` mean this mod.
##      CORPSE_SWITCH_RESOURCES_MOD: master #to what mod sprites belongs to, `current` mean this mod.
#      CORPSE_SWITCH_SPRITE_BIG_DEAD: 1001
#      CORPSE_SWITCH_SPRITE_BIG_STUN : 1002
#      CORPSE_SWITCH_SPRITE_BIG_WOUND: 1003



Edit: removing previous attachments now that the issue is resolved. :)
« Last Edit: July 27, 2016, 10:40:55 pm by ivandogovich »

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #878 on: July 27, 2016, 07:35:23 pm »
It is working for me. Could you run only your mod and piratez and see if it still crash?

Offline ivandogovich

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Re: [EXE] OpenXcom Extended
« Reply #879 on: July 27, 2016, 08:44:41 pm »
 :)

Yep, when I turned off the Alt- Floor Mod it works.   So somehow I have a conflict between them.  I think RuleArmor might be defined in both.

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #880 on: July 27, 2016, 09:04:06 pm »
As you have different mods then `CORPSE_SWITCH_RESOURCES_MOD` need be separated for both modes because graphic is stored in different mods.
Second mod override it ad pointing to wrong one causing crash.

Offline ivandogovich

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Re: [EXE] OpenXcom Extended
« Reply #881 on: July 27, 2016, 09:09:33 pm »
I have each mod in separate folders (so they load independently) and they are both set to

CORPSE_SWITCH_RESOURCES_MOD: current.

Can I specify the mod by name then, or by rulefile.rul ?  I don't want them to pull resources from the master (piratez in this case)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #882 on: July 27, 2016, 09:45:17 pm »
`CORPSE_SWITCH_RESOURCES_MOD` is one unique name.
`CORPSE_SWITCH_RESOURCES_MOD: current` is equal `CORPSE_SWITCH_RESOURCES_MOD: Alt-Corpse-Big` or `CORPSE_SWITCH_RESOURCES_MOD: Alt-Corpse` depending in witch mode you used it. Because this is same name it will be override by second mod. It will be wrong for first mod after that.

You need add `CORPSE_SWITCH_BIG_RESOURCES_MOD` and `CORPSE_SWITCH_BIG_ENABLED` and use it accordingly by script and item definitions.

Offline ivandogovich

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Re: [EXE] OpenXcom Extended
« Reply #883 on: July 27, 2016, 10:09:04 pm »
`CORPSE_SWITCH_RESOURCES_MOD` is one unique name.
`CORPSE_SWITCH_RESOURCES_MOD: current` is equal `CORPSE_SWITCH_RESOURCES_MOD: Alt-Corpse-Big` or `CORPSE_SWITCH_RESOURCES_MOD: Alt-Corpse` depending in witch mode you used it. Because this is same name it will be override by second mod. It will be wrong for first mod after that.

You need add `CORPSE_SWITCH_BIG_RESOURCES_MOD` and `CORPSE_SWITCH_BIG_ENABLED` and use it accordingly by script and item definitions.

Ok, great!  I wasn't sure if it was something hard coded or not.

Edit: Works like a charm!! Thanks for your patience!!

Also, here is the link for anyone thinking about setting up their own versions of Alternate Graphics for Corpses mods:
https://openxcom.org/forum/index.php/topic,4424.msg60744.html#msg60744

From the packages there you could get a solid working script and some good example rulesets. (Also, there are a few vanilla enemies salted in there, but not all of them)
« Last Edit: July 28, 2016, 06:54:14 am by ivandogovich »

Offline HelmetHair

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Re: [EXE] OpenXcom Extended
« Reply #884 on: August 04, 2016, 08:27:30 am »
Yankes,

I beg your pardon if I couldn't find it, but I was curious to know if their was an effect that could reduce TU % spent on firing, priming, throwing etc implemented.

In the same tact... is there effects to temporarily reduce  or increase firing and throwing accuracy, strength etc.

and

is there such a thing as negative fatal wounds? What I mean exactly is there a healing effect of regeneration where a soldier or monster could rapidly heal over time so long as they weren't killed outright?

and what about sight distance?

I had a few ideas about "combat drugs" or enemy attributes and was curious to know what was currently and a foreseeable possibility

Thanks!

-HH.