Author Topic: [OLD] Old OXCE discussion thread  (Read 663643 times)

Offline HelmetHair

  • Colonel
  • ****
  • Posts: 360
  • He who laughs last thinks fastest.
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1260 on: May 04, 2017, 01:04:37 am »
Small update on current status, right now I'm near finishing multiple ammo weapons (I will probably be ready before or after Easter).
Primary goal is that each attack can have separate ammo types loaded independently e.g. instead of auto shot you will have grenade launcher shoot.
Secondary goal is have attachments to weapons like laser sight or scope, this will be handle by scripts.
Another change piggyback on this feature is multishot for every attack (you could have "short burst" and "long burst" attacks).

This will be only big change in that release, adding another one will postpone release even further.

This is exciting. I'm looking forward to seeing all theses features.

Offline Mr. Quiet

  • Commander
  • *****
  • Posts: 523
  • Likes: Quiet things. Dislikes: Loud things.
    • View Profile
    • =Open_X_Com= Mods
Re: [EXE] OpenXcom Extended
« Reply #1261 on: May 04, 2017, 08:09:08 am »
This is exciting. I'm looking forward to seeing all theses features.
DIdn't know all these things are possible in OXC. Hype!!

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1262 on: May 05, 2017, 08:21:35 pm »
Hi Yankes,

in this post: https://openxcom.org/forum/index.php/topic,4702.msg82679.html#msg82679

we have noticed there is a difference between OXC and OXCE in treating transparency (and possibly other effects?).

Basically OXC can also render transparency from a color index different than 0 (zero)... or at least it looks like it.

I looked in the code for a few minutes, but I couldn't find the difference.
Do you know what exactly it is... so that I don't have to debug to find out? :)

M.

PS: the attached picture shows OXCE with non-transparent background of the Multi-Launcher... whereas the same in OXC would be transparent

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1263 on: May 09, 2017, 12:28:17 pm »
Me again,

there was another bug noticed here: https://openxcom.org/forum/index.php/topic,4187.msg82759.html#msg82759

Happens in OXCE and OXCE+, does not happen in OXC nightly.

Steps to reproduce in OXCE:
1. turn save scumming off
2. load attached vanilla save (nicola zanon.sav)
3. end turn
4. soldier Nicola Zanon will panic and drop items on the ground
5. save
6. load save from step 5
7. the dropped items on the ground have disappeared

M.

Offline Yankes

  • Moderator
  • Commander
  • ***
  • Posts: 3194
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1264 on: May 09, 2017, 08:29:58 pm »
I will look on this

Offline Yankes

  • Moderator
  • Commander
  • ***
  • Posts: 3194
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1265 on: May 10, 2017, 01:12:51 am »
Ok I find bug, problem was that `moveToOwner` was call after `addItem` in `dropItem`, culprit was `_tile = nullptr`.

Simple fix is move code around to have:
Code: [Select]
_save->getTile(p)->addItem(item, getMod()->getInventory("STR_GROUND", true)); //move this line there

getTileEngine()->applyGravity(_save->getTile(p));
in `dropItem`.

Line that cleared tile I would leave alone because I add it to fix bugs in other places (equip phase do not clear properly tiles).

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #1266 on: May 14, 2017, 07:10:48 pm »
Ok I find bug, problem was that `moveToOwner` was call after `addItem` in `dropItem`, culprit was `_tile = nullptr`.

Line that cleared tile I would leave alone because I add it to fix bugs in other places (equip phase do not clear properly tiles).

Hmm, feels hacky.
But I guess it's not the end of the world...

Offline Yankes

  • Moderator
  • Commander
  • ***
  • Posts: 3194
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1267 on: May 14, 2017, 09:09:48 pm »
Overall item movement is hacky because in each place is done differently. Best would be one function used in every place but this is hard because in some cases items vectors that would be change by this function are iterate over in this function caller parent.

btw during my fight with multi ammo weapons I find one line that can be incorrect and was added by you:
https://github.com/MeridianOXC/OpenXcom/blob/oxce3.5-plus-proto/src/Battlescape/BattlescapeGenerator.cpp#L705
As I look on other places I saw that value returned is different:
https://github.com/MeridianOXC/OpenXcom/blob/oxce3.5-plus-proto/src/Basescape/CraftEquipmentState.cpp#L620

This is correct?

Offline Yankes

  • Moderator
  • Commander
  • ***
  • Posts: 3194
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1268 on: May 17, 2017, 01:56:22 am »
Fast poll, what key (Shit, Ctrl, Alt) use to force "hot swap" of weapon clip?

"hot swap" mean that you have already loaded weapon and you try push new clip into it. With this new functionality weapon will be first unloaded and then loaded with new clip. This will be important when you will have multiple ammo types in one weapon and need reload only one type.

Another similar question is for unload button, what key use to reverse unload order of ammo clips?

Offline BTAxis

  • Colonel
  • ****
  • Posts: 149
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1269 on: May 17, 2017, 02:37:43 am »
Perhaps you could hot swap a clip by trying to load it into a loaded weapon a second time. Rather than have yet another obscure hotkey-based method to invoke new behavior, I'd rather get a properly descriptive message the first time ("Weapon is already loaded, click again to force load") and then get what I want the second time without jumping through some kind of hoop.

For unloading ideally I'd like to be presented with some sort of choice when dropping the weapon on the unload icon, buuuut I suspect that could be more trouble than it's worth.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1270 on: May 17, 2017, 03:13:23 pm »
btw during my fight with multi ammo weapons I find one line that can be incorrect and was added by you:
https://github.com/MeridianOXC/OpenXcom/blob/oxce3.5-plus-proto/src/Battlescape/BattlescapeGenerator.cpp#L705
As I look on other places I saw that value returned is different:
https://github.com/MeridianOXC/OpenXcom/blob/oxce3.5-plus-proto/src/Basescape/CraftEquipmentState.cpp#L620

This is correct?

It was correct at the time when I wrote it.
It is not correct anymore after TFTD changes.
Here's a fix: https://github.com/MeridianOXC/OpenXcom/commit/4fe8bb03d74df0e5cfd8f0a4c5d96337f88b20a3

Btw. what is the idea behind multiple ammo weapons?
I don't quite get it... can you explain what does it actually mean in more detail and how will it actually work? And why do we need it? :)

Offline Yankes

  • Moderator
  • Commander
  • ***
  • Posts: 3194
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1271 on: May 17, 2017, 07:59:54 pm »
Grenade launcher for M16 :> With multiple ammo types you can add special attack to weapons, another easy change is not treat new slots as ammo but as accessories like scope or bayonet.
Another side effect is that all attacks will work more uniformly, this mean you will have short burst and long burst.

Each attack type will define with ammo slot (right now limit is 4 slots, each with different compatible ammo list) it is using.

Offline FastForward

  • Sergeant
  • **
  • Posts: 20
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1272 on: May 20, 2017, 09:35:02 pm »
Hi Meridian, thanks for OCXE+, I love the new features.
I'm using your exe for new_civilian's TFTD My_Mod (not related to piratez, sorry) where you can hire sectoid and enforcer (robotic) soldiers.
I'm also using Solarius "celebrate_diversity" flags mod.

I wanted to assign an unique flags to these kind of soldiers, but only the first flag (flag0, USA) is used. It's possible to change this behaviour?

To be more clear:

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    ...
    soldierNames:
      - 00_SoldierName/  # 40 files, flags 0..39 are used, OK

  - type: STR_SOLDIER_VETERAN
    ...
    soldierNames:
      - 00_SoldierName/  # also flags 0..39 are used, OK
 
  - type: STR_SOLDIER_ROBOTIC
    ...
    soldierNames:
      - 01_RoboName/     # only 1 file, flag 0 (USA) is used, I want flag 40
 
  - type: STR_SOLDIER_SECTOID
    ...
    soldierNames:
      - 02_SectoidName/  # only 1 file, flag 0 (USA) is used, I want flag 41

      
I'm not a modder, just a player, so feel free to ignore my post, I will not get offended.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1273 on: May 21, 2017, 10:56:18 am »
I wanted to assign an unique flags to these kind of soldiers, but only the first flag (flag0, USA) is used. It's possible to change this behaviour?

Yes, no problem...it's implemented (see below)... will be available in the next version.

Code: [Select]
soldiers:
  - type: STR_SOLDIER_ROBOTIC
    ...
    flagOffset: 40
    soldierNames:
      - 01_RoboName/     # only 1 file, flag 0 (USA) is used, I want flag 40
 
  - type: STR_SOLDIER_SECTOID
    ...
    flagOffset: 41
    soldierNames:
      - 02_SectoidName/  # only 1 file, flag 0 (USA) is used, I want flag 41

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1274 on: May 27, 2017, 06:49:42 pm »
Hi Yankes,

could you please look at this crash: https://openxcom.org/forum/index.php/topic,5047.msg83553.html#msg83553

Thx,
M.