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Author Topic: [OLD] Old OXCE discussion thread  (Read 781173 times)

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1410 on: October 05, 2017, 07:32:50 pm »
yup, Ufopedia need some changes to better handle multiple ammo types, overall I think I will allow to split article per ammo slot.

Offline mumble

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Re: [OXCE] OpenXcom Extended
« Reply #1411 on: October 08, 2017, 08:33:51 am »
Any chance you can allow a mode 3 on multi level view button, which shows ONLY the selected floor, and nothing underneath? I often find with areas with lots of same textures, its hard to tell where there is and isn't gaps in a destroyed floor, and this would really help.  It would also help telling exactly how big a smoke cloud is.

Offline Ethereal

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Re: [OXCE] OpenXcom Extended
« Reply #1412 on: October 09, 2017, 12:37:22 pm »
I suggest to the craftsmen to make a script to eliminate the accidental triggering of panic. If you look more broadly - a reassembly of the whole psionics.
At Morale = 0, the panic should be 100%.
Next we need 2 options to "units.rul" - "ChancePanic" and "ChanceBerserk" which by default = 50%. If the total value of these options is less than 100%, then the missing ones become a chance to ignore panic or berserk.
In addition, you need the "IgnoreMindControl" option for mechanical creatures. There were cases when the aliens took control of tanks, which should not be under any circumstances. Exactly, as well as the opportunity to take control of the alien's mechanical terrorists - the same complete nonsense.

Offline ohartenstein23

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Re: [OXCE] OpenXcom Extended
« Reply #1413 on: October 19, 2017, 03:15:31 pm »
Hey Yankes, could you add script hooks on priming/unpriming an item? I think those could be interesting for creating a 'transforming' weapon that goes back and forth between stationary and mobile forms, particularly with your firing and throwing scripts in the upcoming version.

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1414 on: October 20, 2017, 01:57:02 am »
Hey Yankes, could you add script hooks on priming/unpriming an item? I think those could be interesting for creating a 'transforming' weapon that goes back and forth between stationary and mobile forms, particularly with your firing and throwing scripts in the upcoming version.
Some thing like that I have in plans.

Offline Solarius Scorch

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Re: [OXCE] OpenXcom Extended
« Reply #1415 on: October 27, 2017, 07:06:28 pm »
Hello Yankes,
Is the next release close by? There are some important fixes in the vanilla code I would like to see in OXCE soon.
Also, a request: can you please enable timers on flares? The reason being, with OXCE+ new sniper/spotter code, the use of flares became quite dangerous - if you hold a flare in your hand and get illuminated, some enemies remember where you are! :)

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1416 on: October 27, 2017, 08:37:24 pm »
Next release is in far future ("thing I want add" / "free time" is very large), but Meridian ask me for merge and I will do it soon (probably with some small fixes).

"can you please enable timers on flares"
isn't "fuse type" and "exploding in hand" do this trick? Or you want something else?

Offline Solarius Scorch

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Re: [OXCE] OpenXcom Extended
« Reply #1417 on: October 27, 2017, 08:38:52 pm »
Next release is in far future ("thing I want add" / "free time" is very large), but Meridian ask me for merge and I will do it soon (probably with some small fixes).

While I do appreciate your content very much, a new merge would be satisfactory for now. :)

"can you please enable timers on flares"
isn't "fuse type" and "exploding in hand" do this trick? Or you want something else?

No, fuse type doesn't seem to work on flares.

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1418 on: October 27, 2017, 08:40:29 pm »
I will check it.

Offline tkzv

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Re: [OXCE] OpenXcom Extended
« Reply #1419 on: November 19, 2017, 05:29:46 pm »
When I start a random battle with Lightning or just load a savegeme for this battle, I keep getting STR_GEN_MAP_ERROR message. Sometimes a line appears in the log
"Bad node in RMP file: ROUTES/LIGHTNIN.RMP Node #0 is outside map boundaries at X:5 Y:252
Z:251. Culling Node."
Same in OXCE (git version e00e75e07) and OXCE+ (61d22e5f6).

To reproduce, load the attached "map error.sav". The log is also attached.

P.S. In case the above is unclear:
- The error appears even without any modes enabled.
- The error doesn't appear for vanilla nightly (12fbabe5a).
« Last Edit: November 19, 2017, 08:14:16 pm by tkzv »

Offline Yankes

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Re: [OXCE] OpenXcom Extended
« Reply #1420 on: November 19, 2017, 06:30:28 pm »
This is not part of changes of OXCE, this is normal error message added by Warboy in nightly.

Offline tkzv

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Re: [OXCE] OpenXcom Extended
« Reply #1421 on: November 19, 2017, 07:56:21 pm »
This is not part of changes of OXCE, this is normal error message added by Warboy in nightly.
I do not get this error in the vanilla nightly.

Offline Solarius Scorch

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Re: [OXCE] OpenXcom Extended
« Reply #1422 on: November 20, 2017, 09:15:14 pm »
I do not get this error in the vanilla nightly.

Why not just fix the .rmp? It must be done anyway.

Offline tkzv

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Re: [OXCE] OpenXcom Extended
« Reply #1423 on: November 20, 2017, 10:46:03 pm »
Why not just fix the .rmp? It must be done anyway.

1. It's UFO/ROUTES/LIGHTNIN.RMP, from the original game.
2. I have no idea how to do that.

Offline Solarius Scorch

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Re: [OXCE] OpenXcom Extended
« Reply #1424 on: November 20, 2017, 11:07:45 pm »

1. It's UFO/ROUTES/LIGHTNIN.RMP, from the original game.
2. I have no idea how to do that.

The universal patch (from OXC site) should take care of all such issues.