Author Topic: Changelog + Old OXCE+ discussion thread  (Read 406184 times)

Offline robin

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Re: [OXCE+] Original discussion thread
« Reply #1425 on: March 18, 2018, 11:44:38 pm »
No, but I think it should be relatively easy to do...

... do you have something specific in mind... or should I first (find and) explain exactly how it works now?

here volutar explains how smoke works now (especially the second quote):

It's really weird, this smoke IS animated, but it's like going beyond 4 frame range, and drawing neighbour.
They are supposed to be animated from 8 to 11, from 12 to 15 and from 16 to 19, but it's like ... going beyond 4 frames range, to some other... and I think it's the bug.
It's like, sometimes going from 9 to 12, from 13 to 16..

And, robin, it's animated 2 times slower than any other animation, i.e. 5 frames per seconds.
Ok I found the reason. Engine doesn't consider it as three distinct densities with four animation frames each. It's more like continuous animation with increasing density. It can start anywhere from 0 to 7 and animate 4 sequential frames. So each 4 sequential frames gotta be sorta looped. You can't get static smoke. But you can make it mildly animated with really barely noticeable fluctuations and it will look pretty good.

I haven't thought at all about a solution honestly.


Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1426 on: March 22, 2018, 08:07:55 am »
Hello again. I got a pair of questions:
1. Here https://openxcom.org/forum/index.php/topic,2915.msg58514.html#msg58514 was described a way to animate torso of soldier. Is it really works now? Because i tried and have'nt see no effect.
2. In environmental conditions we can use side: -1 for random side. But can we somehov apply harsh environment to ALL sides?
3. Maybe not about OXCE+, but i will ask anyway: how can i in TFTD spawn mission site over land (not in direct point, but in any place on surface)?

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1427 on: March 22, 2018, 02:47:39 pm »
Hello again. I got a pair of questions:
1. Here https://openxcom.org/forum/index.php/topic,2915.msg58514.html#msg58514 was described a way to animate torso of soldier. Is it really works now? Because i tried and have'nt see no effect.
2. In environmental conditions we can use side: -1 for random side. But can we somehov apply harsh environment to ALL sides?
3. Maybe not about OXCE+, but i will ask anyway: how can i in TFTD spawn mission site over land (not in direct point, but in any place on surface)?

1. yes, it should work... but I am no expert on scripts... I'll leave it to Yankes/Ohartenstein to answer

2. what does it mean to ALL sides? I don't understand the requirement
(technically, we are just simulating a hit... and that requires a side from which the shot came... for fatal wound calculation and armor part consideration)

3. Better to ask a modder like Hobbes or Solarius...

--- Posts merged. I live to serve ---

New OXCE+ version is up.

2018-03-21
 - Configs to show full unit name in alien inventory: https://openxcom.org/forum/index.php/topic,6129.msg94191.html#msg94191
 - Ctrl+Shift+j/k to stun/kill only one alien (under the cursor)
 - Avatar offsets compatible with vanilla
 - Fixed 2x2 unit animation on slopes
 - Global Research Overview (by jgatkinsn): https://openxcom.org/forum/index.php/topic,6128.msg94105.html#msg94105
 - Fixed dogfight "last bullet" bug
2018-03-16
 - Fall-back for "Case-insensitive quick search for non-English (by tkzv)"
 - Fixed not changing damage text colors for ammo items and grenades in pedia
 - Stats for Nerds -- armors
2018-03-13
 - Allow armor ruleset to override a unit's stand, kneel, and float height
 - Alt+click in PaletteView to show big font preview
 - Colors for ammo power by damage type in item ufopedia articles
 - Stats for Nerds -- items (INFO button in Ufopedia)

Download: https://openxcom.org/forum/index.php/topic,5258.0.html

PS: feel free to merge Solarius :P
« Last Edit: March 22, 2018, 08:34:02 pm by Solarius Scorch »

Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1428 on: March 23, 2018, 12:59:45 am »
Thanks for response.
Quote
2. what does it mean to ALL sides? I don't understand the requirement
(technically, we are just simulating a hit... and that requires a side from which the shot came... for fatal wound calculation and armor part consideration)
I mean... Well, i should explain my idea, it will be easier.
I want harsh environment, producing damage. Its ready. And i want it to be stopped by armor. But when armor is damaged, damage will be dealt again. Now i maked it like:
Power: 10
ArmorEffectiveness: 5
So even 2 points of armor (most weak of possible in mod) will stop damage.
Then i writed
... side: 1 ...
But now we use only one armor parameter of five.
Maybe we can somehov apply this to all five of them simultaneously, or one by one?

Offline Yankes

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Re: [OXCE+] Original discussion thread
« Reply #1429 on: March 23, 2018, 08:37:12 pm »
1. Here https://openxcom.org/forum/index.php/topic,2915.msg58514.html#msg58514 was described a way to animate torso of soldier. Is it really works now? Because i tried and have'nt see no effect.
This script is from 2016, without checking I can say that is big chance that it is obsolete.

Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1430 on: April 11, 2018, 09:44:27 pm »
Thanks to ohartestein23, the new script is on duty.  :)

Question: is in OXCE+ a parameter for armor " recovery " command, to regenerate fatal wounds, as we can regenerate health?

Offline ohartenstein23

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Re: [OXCE+] Original discussion thread
« Reply #1431 on: April 11, 2018, 09:49:43 pm »
Question: is in OXCE+ a parameter for armor " recovery " command, to regenerate fatal wounds, as we can regenerate health?

No, but you can have a script that regenerates health lost to wounds, or have health recovery that gets stronger at low HP to counteract any wounds.

Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1432 on: April 12, 2018, 07:57:28 am »
Well, idea was in some sort of medical armor suit, which will patch up holes in user. Like some existing experimental materials can.

Offline ohartenstein23

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Re: [OXCE+] Original discussion thread
« Reply #1433 on: April 12, 2018, 02:23:13 pm »
If you're willing to give up a hand slot for it, you can put a self-medikit on the suit.

Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1434 on: April 12, 2018, 03:41:56 pm »
Yes, but it will not act automatically. :)

Offline ohartenstein23

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Re: [OXCE+] Original discussion thread
« Reply #1435 on: April 12, 2018, 04:04:24 pm »
Another option would be to just make the suit immune to taking wounds in the first place, or again to use a script to just counteract the health loss from wounds.  The wounds themselves could be healed by the built-in medikit.

Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1436 on: April 12, 2018, 07:06:11 pm »
An armor can be immune to wounds?  How?

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1437 on: April 12, 2018, 08:03:35 pm »
An armor can be immune to wounds?  How?

Offline Ethereal

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Re: [OXCE+] Original discussion thread
« Reply #1438 on: April 13, 2018, 10:22:01 am »
What is "CQC"? How does this abbreviation deciphered?

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1439 on: April 13, 2018, 10:32:21 am »
What is "CQC"? How does this abbreviation deciphered?

Closed Quarters Combat