Author Topic: Nightly Builds Discussion for Modders/LPers/Players/etc.  (Read 21975 times)

Offline FeruEnzeru

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #90 on: July 14, 2018, 09:12:49 pm »
Just a heads up for modders, as of the 2018_07_08_2236 nightly, unit capturability (i.e. can they drop unconscious) is now defined by ruleset. This means every unit, even explodey ones, are now capturable by default unless you explicitly set them to "capturable: false".

On the bright side, you can now apply this to any unit!
Gotcha. I'll think of learning this "capturable: true/false" code maybe a different day until i update my OXC and OXCE+ unless my health's feeling better.


Thank your for the warning, SS.

Offline Ethereal

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #91 on: July 15, 2018, 07:45:27 am »
I, too, will wait for developments. I see no sense in such changes. Especially by default to do this... Would put it as a separate option - that is another matter.

Online Hobbes

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #92 on: July 19, 2018, 06:41:14 pm »
This is a heads-up for all mods that include changes to the appearance of alien races because of a recent nightly change.

Before the nightly change, races in alienMissions followed this monthly progression:
Code: [Select]
  - type: STR_ALIEN_RESEARCH
    raceWeights:
      0:
        STR_SECTOID: 70
        STR_SNAKEMAN: 10
        STR_FLOATER: 20
      1:
        STR_SECTOID: 60
        STR_SNAKEMAN: 10
        STR_FLOATER: 30
      3:
        STR_SECTOID: 30
        STR_SNAKEMAN: 10
        STR_MUTON: 30
        STR_FLOATER: 30
      5:
        STR_SECTOID: 20
        STR_SNAKEMAN: 10
        STR_MUTON: 40
        STR_FLOATER: 30
      7:
        STR_SECTOID: 30
        STR_SNAKEMAN: 10
        STR_MUTON: 30
        STR_FLOATER: 30

After openxcom_git_master_2018_07_19_1404, this is the new progression for all alienMission entries (not just Alien Research):

Code: [Select]
alienMissions:
  - type: STR_ALIEN_RESEARCH
    raceWeights:
      0:
        STR_SECTOID: 70
        STR_SNAKEMAN: 10
        STR_FLOATER: 20
      1:
        STR_SECTOID: 60
        STR_SNAKEMAN: 10
        STR_FLOATER: 30
      3:
        STR_SECTOID: 30
        STR_SNAKEMAN: 10
        STR_MUTON: 30
        STR_FLOATER: 30
      6:
        STR_SECTOID: 20
        STR_SNAKEMAN: 10
        STR_MUTON: 40
        STR_FLOATER: 30
      9:
        STR_SECTOID: 30
        STR_SNAKEMAN: 10
        STR_MUTON: 30
        STR_FLOATER: 30

Now, why were months 5 and 7 replaced with months 6 and 9 you may ask?

The answer is that the original info on UFOPaedia.org regarding alien missions, which was used when OXC was first implemented, has recently been discovered to be incorrect by magic9mushroom and this has been confirmed by Warboy through examination of the original code.

The original author wrongly induced from empirical data that the progression of months was 0, 1, 3, 5, 7, but further testing of the original game and a code dig revealed it to be 0, 1, 3, 6, 9 instead, and thus the nightly has been fixed.

The practical implication of this change is that the appearance of Mutons/Ethereals on Terror missions has been pushed forward to July (month 6) and the same for the appearance of Ethereals in Infiltration and Base missions. And other smaller changes.

The propose of this post is to warn modders because this change can lead to ruleset/balance issues if your mod doesn't take into account the new monthly progression.

Offline SupSuper

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Re: Nightly Builds Discussion for Modders/LPers/Players/etc.
« Reply #93 on: September 29, 2018, 09:36:28 pm »
Just a heads-up for modders, we've been improving mod loading in OpenXcom by optimizing extraSprites, since they were the biggest culprit in big mods. For example, now instead of loading everything right at the start, extraSprites are only loaded the first time the game needs them, which significantly improves initial load time and memory consumption. Let us know if this made things better or worse for you, and if you see any bugs from these changes such as graphical glitches.

Only downside for modders is that now "Image not found" errors will only occur in-game, instead of right at the start. If this is a concern, you you can go back to the old loading by setting "lazyLoadResources" to "false" in options.cfg.