Author Topic: Old OXCE+ discussion thread  (Read 282088 times)

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #1320 on: June 27, 2017, 10:30:48 am »
2/ As a modder you probably know that the whole research-related ruleset is really buggy (probably the last place in OpenXcom with serious known bugs). "Requires" doesn't work at all, "getOneFree" works only sometimes and "Dependencies" and "Unlocks" has some funny effects too. If I would touch it, I would probably rewrite it completely. And that would break all non-trivial mods, which use all sorts of workarounds and hacks to achieve desired functionality (because I would of course not support hacks and workarounds, or at least not in the same form). We are in a deadlock situation here...

Rewritten. Fixed. Backwards-compatible! In the latest nightly...

Offline hellrazor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #1321 on: June 27, 2017, 11:28:03 am »
Rewritten. Fixed. Backwards-compatible! In the latest nightly...

I am still having headaches from helping...

Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1322 on: July 11, 2017, 02:41:01 pm »
New version is up.

2017-07-11
 - Merged recent OXCE bugfixes (bumped version to 3.8c)
 - Added more support for multi-ammo weapons (for OXCE+ specific features)

EDIT:  more fixes in 2017-07-12

NEW download: https://drive.google.com/open?id=0B8itkFQbhj-YYnVxaE1hUVgtSGc

This version still contains bugs, however for XcomFiles players, this is a RECOMMENDED update.
PirateZ players, please stay with 3.7, unless you want to help with testing.
« Last Edit: July 12, 2017, 11:17:01 pm by Meridian »

Offline Solarius Scorch

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1323 on: July 11, 2017, 03:22:30 pm »
Many thanks; I will release an XCF update soon.

Offline tkzv

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1324 on: July 17, 2017, 01:33:25 pm »
Geoscape becomes sluggish when multiple craft chase an UFO at a speed above "5 sec". To reproduce, load the attached "Slow chase.sav" and press "30 Min" — one of the processor cores would show 100% load and the screen would update very infrequently.
Git commit 327e1ace90ffcf3a4a4cbe2fdea03ac7909519cf, XcomFiles mod, Gentoo Linux AMD64.

Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1325 on: July 17, 2017, 01:42:32 pm »
Geoscape becomes sluggish when multiple craft chase an UFO at a speed above "5 sec". To reproduce, load the attached "Slow chase.sav" and press "30 Min" — one of the processor cores would show 100% load and the screen would update very infrequently.
Git commit 327e1ace90ffcf3a4a4cbe2fdea03ac7909519cf, XcomFiles mod, Gentoo Linux AMD64.

If you have "Predict UFO trajectory" option turned on... please turn it off.
It's extremely slow, and even wrong... I don't know how it made into vanilla honestly...

Offline tkzv

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1326 on: July 17, 2017, 03:30:42 pm »
If you have "Predict UFO trajectory" option turned on... please turn it off.
It's extremely slow, and even wrong... I don't know how it made into vanilla honestly...
Thanks!
That also explains the van occasionally going away from UFO :)

Filed the bug as: https://openxcom.org/bugs/openxcom/issues/1348
« Last Edit: July 17, 2017, 10:22:08 pm by tkzv »

Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1327 on: July 17, 2017, 06:38:39 pm »
New major OXCE+ version is up.

Based on vanilla nightly build from: 2017-06-26 (commit 689417f)

Download (v3.9a):
  - Executable for Windows (v2017-07-13): https://drive.google.com/open?id=0B8itkFQbhj-YcVd6WjNydlRVRHc
  - Version for Android (v2017-07-13): OXCEPlus-v3.9a-043ff8e.apk.zip
  - Executable(s) for Linux: https://lxnt.wtf/oxem/#/ExtendedPlus
  - Data files: https://drive.google.com/open?id=0B8itkFQbhj-YcFNEeXB3ZjNSQTQ
  - Missing strings for download: https://openxcom.org/forum/index.php/topic,5130.0.html

Compatibility information:
  - This build is based on OpenXcom Extended 3.9 and is NOT compatible with X-PirateZ 0.99G.5 or lower. Please wait for 0.99H
  - XcomFiles 0.6.7 and higher are supported
  - any mod using Commendations will need to be updated as well

Changelog:
----------------
2017-07-13
 - New Android release
 - Merged OXCE 3.9a
« Last Edit: July 25, 2017, 10:14:19 am by Meridian »

Online Nord

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1328 on: August 03, 2017, 01:36:33 pm »
If today is a day for suggestions, then how about this one: minimal range for craft weapons. Like missile cant lock on target if it is closer than 25, e.t.c.

Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1329 on: August 03, 2017, 01:59:56 pm »
If today is a day for suggestions, then how about this one: minimal range for craft weapons. Like missile cant lock on target if it is closer than 25, e.t.c.

I'm no expert on missiles... can someone enlighten me if something like that is realistic?
(please note that minimum possible distance in dogfight in xcom is 8 kilometers)

As for implementation, should be no problem...
« Last Edit: August 03, 2017, 02:14:04 pm by Meridian »

Online Nord

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1330 on: August 03, 2017, 02:49:21 pm »
You mean in real life? Sure. Torpedoes turning up in a battle stance... Err, dont know how it is on english, sorry... after 2 to 10 nautical miles, air-to-air missiles have minimal radius (because they fly not by straight lin, but along the arc).
And dont forget about minimal safe range when use nuclear weapons.

Offline HelmetHair

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1331 on: August 03, 2017, 08:14:18 pm »
I'm no expert on missiles... can someone enlighten me if something like that is realistic?
(please note that minimum possible distance in dogfight in xcom is 8 kilometers)

As for implementation, should be no problem...

Meh, A dude shot himself down in 1956 with a 20mm cannon and it hasn't happened since. Since minimum engagement range is 8km i'd leave it be.... but that's just my opinion. Safe distance for torpedoes, Air to Air and even nuclear weapons less than ~1 megaton all have minimum safe distances of less than 8km just hanging out, not counting being in a super advanced fighter which is shielded etc.

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #1332 on: August 06, 2017, 10:27:15 pm »
Meridian, any progress on the "inventory template" for crafts? It would be a very convenient feature, even as just a "quick save/load" and no actual writing of the templates in the saves for the longer term.

I didn't forget about you... this will be done next week.

@everyone: if you have any special wishes/ideas/suggestions how this should work in detail... let me know in the next 1-2 days...the feature basically is to be able to save the craft equipment and transfer it to another craft (e.g. from your old skyranger to your new shiny avenger)

Offline Solarius Scorch

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1333 on: August 07, 2017, 02:18:21 pm »
Maybe it is obvious, but just in case: please make sure that the game gives you a list of missing items.

Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1334 on: August 07, 2017, 02:34:42 pm »
It's not obvious at all... how should the game let you know if you're missing for example 5000 items of 200 types?