Author Topic: [OLD] Old OXCE discussion thread  (Read 778175 times)

Offline Thirsk

  • Captain
  • ***
  • Posts: 62
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1110 on: January 24, 2017, 03:24:28 pm »
Well, if you tried vanilla nightlies, OXCE and OXCE+... and none worked... then the problem is in the Equal Terms 2.0 mod, no?

EDIT: yup, images in the mod have wrong palette, sample attached

Thanks for the quick reply, Meridian. Sorry I'm quite new to Xcom Modding so would that mean that it is too time consuming or even impossible to fix? If it's possible to make it work in a reasonable amount of effort, I wouldn't mind giving it a go.

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9081
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1111 on: January 24, 2017, 03:35:47 pm »
Thanks for the quick reply, Meridian. Sorry I'm quite new to Xcom Modding so would that mean that it is too time consuming or even impossible to fix? If it's possible to make it work in a reasonable amount of effort, I wouldn't mind giving it a go.

It's definitely possible.
I don't know how long it would take... 1 to 5 minutes per image? Depending on your tools and practice. Basically all you need to do is convert all images to correct palette(s).

Offline Thirsk

  • Captain
  • ***
  • Posts: 62
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1112 on: January 24, 2017, 03:44:15 pm »
It's definitely possible.
I don't know how long it would take... 1 to 5 minutes per image? Depending on your tools and practice. Basically all you need to do is convert all images to correct palette(s).

Oh that's a relief! I found an old thread on palettes so will give it a go in the morning, although it sure has been a while since I've dabbled with paint programs lol. Thanks again.

EDIT: All fixed and can't be happier!

« Last Edit: January 25, 2017, 12:58:05 am by Thirsk »

Offline Thirsk

  • Captain
  • ***
  • Posts: 62
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1113 on: January 25, 2017, 12:58:56 pm »
Hi Yankes, I was wondering if you had any plans to adding in a visual for explosion blast radius as like in https://openxcom.org/forum/index.php/topic,1532.0.html? I think it would be quite useful seeing there are so many different explosives in the game now.

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3348
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1114 on: January 25, 2017, 08:25:19 pm »
Hi Yankes, I was wondering if you had any plans to adding in a visual for explosion blast radius as like in https://openxcom.org/forum/index.php/topic,1532.0.html? I think it would be quite useful seeing there are so many different explosives in the game now.
I do not have any, overall I try focus on game mechanic than UI improvements.

Offline Thirsk

  • Captain
  • ***
  • Posts: 62
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1115 on: January 26, 2017, 03:11:08 am »
I do not have any, overall I try focus on game mechanic than UI improvements.

Oh that is true, mechanics would be a bigger priority, but thanks anyhow.

Offline crutchmaster

  • Squaddie
  • *
  • Posts: 6
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1116 on: January 26, 2017, 08:48:11 am »
What about external ECMA scripts support with duktape (https://duktape.org/), for example.
I dream about openxcom with JSON instead yml, ECMA bindings for most engine function and all not heavy/critical logic in scripts.

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3348
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1117 on: January 26, 2017, 07:19:15 pm »
What about external ECMA scripts support with duktape (https://duktape.org/), for example.
I dream about openxcom with JSON instead yml, ECMA bindings for most engine function and all not heavy/critical logic in scripts.
If you propose this two years ago I could use it, right now I'm rolling my own script engine.
btw yaml is supporting JSON syntax.

Offline crutchmaster

  • Squaddie
  • *
  • Posts: 6
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1118 on: January 27, 2017, 06:36:38 am »
btw yaml is supporting JSON syntax.
Good!
Quote
If you propose this two years ago I could use it, right now I'm rolling my own script engine.
Not good :'(

What you think about airstrikes in tactical battles? I want do code for this.
Also I have some code for AI indirect/suppressive fire. Interesting?
« Last Edit: January 27, 2017, 11:35:15 am by crutchmaster »

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9081
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1119 on: January 27, 2017, 12:55:59 pm »
What you think about airstrikes in tactical battles? I want do code for this.

Needs more explanation.
Depending on what it is exactly, it may be supported in OXCE/OXCE+ already.

Also I have some code for AI indirect/suppressive fire. Interesting?

Again, please give more info.

Offline crutchmaster

  • Squaddie
  • *
  • Posts: 6
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1120 on: January 27, 2017, 07:23:39 pm »
Needs more explanation.
If craft with weapon in begin of assault ufo mission and located at same with ufo point, it can do airstrike in battlescape. At first turn virtual unit move from edge to edge of map and fire along flight path. We can select point for attack, type of strike (hedgehop with long attack path/dive with one point of attack). Craft weapon must have reference to battlescape weapon for this.

Quote
Again, please give more info.
Some old code. Aliens can do suppressive fire and use explosives indirect. If xcom agents use smoke and aliens see it, they may use firearm/grenade. If xcom agents fire they discover his position for aliens. It is looks like real war. See this branch: https://github.com/Crutchmaster/OpenXcom/tree/ai_tweaks
« Last Edit: January 27, 2017, 08:38:21 pm by crutchmaster »

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3348
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1121 on: January 27, 2017, 09:26:10 pm »
If craft with weapon in begin of assault ufo mission and located at same with ufo point, it can do airstrike in battlescape. At first turn virtual unit move from edge to edge of map and fire along flight path. We can select point for attack, type of strike (hedgehop with long attack path/dive with one point of attack). Craft weapon must have reference to battlescape weapon for this.
This have low grain/cost ration, lot of code to add one feature that will not be used in any other place. I prefer other way around.
Probably at some point this will be possible as side effect of other changes I will made (e.g. script spawning explosions on the whim).

For AI changes, its hard to tell how it will affect gameplay. If other people would like have it too then I could add this.

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3348
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1122 on: January 28, 2017, 12:20:23 am »
Sneak peek of new feature of 3.6:
« Last Edit: January 28, 2017, 12:22:01 am by Yankes »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [EXE] OpenXcom Extended
« Reply #1123 on: January 28, 2017, 11:42:03 am »
I've watched it like 10 times and still no idea what the feature is. What's new about this clip (apart from non-vanilla unit)?

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3348
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1124 on: January 28, 2017, 11:50:04 am »
Did you see that enemy change look when hit? This will allow:
You can have visual feed back when you do damage to unit (it will flash read for second if you do more than 1% damage)
Force field will flash when it block damage
Custom dead animations based for kill weapon