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Author Topic: [OLD] Old OXCE+ discussion thread  (Read 856679 times)

Offline Player701

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Re: [OXCE+] Original discussion thread
« Reply #1605 on: August 11, 2018, 05:17:49 pm »
Hi again.

There seems to be a visual glitch where a hovertank's turret is incorrectly drawn behind its chassis. I remember encountering this glitch in vanilla OXC two years ago (even reported it on the bug tracker) but it doesn't seem to happen there anymore. OXCE+ is still affected, though.

Here are a couple save files to demonstrate the glitch. Press the "View Level Above" button or use the mouse wheel and you will see it. Also attaching screenshots.

Offline Biggieboy

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Re: [OXCE+] Original discussion thread
« Reply #1606 on: August 13, 2018, 12:49:03 am »
It's not very complicated... just not necessary for most people... you're probably the first person in 8 years of openxcom asking for such a feature :)
Even megamods like piratez are OK with just one translation file per language.
How would more files or even directories help you?

Im not the first :)

openxcom.org/forum/index.php/topic,2773.html

Any chance for this function?
« Last Edit: August 13, 2018, 05:59:01 pm by Biggieboy »

Offline The Reaver of Darkness

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Re: [OXCE+] Original discussion thread
« Reply #1607 on: August 13, 2018, 05:55:31 pm »
Can someone explain how customTrainingFactor works? I change the value and it seems to do nothing.

Code: [Select]
  - type: STR_TRAINING_CENTER
    customTrainingFactor: 0.001
I've tried a variety of values from 100 to 0.001 and in all cases the soldiers train from rookie to super soldier in under 2 months. It's not just a little too fast, and I want to slow it down drastically.
« Last Edit: August 13, 2018, 05:57:34 pm by The Reaver of Darkness »

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1608 on: August 13, 2018, 08:19:54 pm »
Can someone explain how customTrainingFactor works? I change the value and it seems to do nothing.

It's a global parameter: https://openxcom.org/forum/index.php/topic,4187.msg69251.html#msg69251

Offline The Reaver of Darkness

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Re: [OXCE+] Original discussion thread
« Reply #1609 on: August 13, 2018, 08:50:19 pm »
Excellent, thanks. It's working now.

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1610 on: August 18, 2018, 08:17:15 pm »
Im not the first :)
openxcom.org/forum/index.php/topic,2773.html
Any chance for this function?

I have no plans for such a function.

--- posts merged - onegai, Meridian-chan... ---

Hi again.

There seems to be a visual glitch where a hovertank's turret is incorrectly drawn behind its chassis. I remember encountering this glitch in vanilla OXC two years ago (even reported it on the bug tracker) but it doesn't seem to happen there anymore. OXCE+ is still affected, though.

Here are a couple save files to demonstrate the glitch. Press the "View Level Above" button or use the mouse wheel and you will see it. Also attaching screenshots.

This has been fixed less than a month ago in vanilla: https://github.com/SupSuper/OpenXcom/commit/9dbe3989ad4cf5b5655ad457a75b5b47db326698

Fix for OXCE is prepared and I will merge it once a new OXCE version comes out.

There seems to be a minor regression issue between builds 2018-07-29 and 2018-07-26. The weapon sprite in the status panel seems to disappear randomly while firing. Note that it has always done that once after clicking on the target (just before firing), but in that case everything in the panel disappears also (soldier stats, name etc.). In 2018-07-29 it seems to disappear randomly during the firing sequence, leaving only the ammo counter visible. This is most noticeable with auto shots.

The regression is most likely due to this commit: https://github.com/MeridianOXC/OpenXcom/commit/56674037f9b3071ed63b734e0d9b3f0be6c62d31
(support for OXCE hand UI animation, which I postponed for quite a while)

I'll have a look...
« Last Edit: August 19, 2018, 12:36:45 pm by Solarius Scorch »

Offline Biggieboy

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Re: [OXCE+] Original discussion thread
« Reply #1611 on: August 19, 2018, 10:10:14 am »
I have no plans for such a function.

Ok, thank you!
« Last Edit: August 19, 2018, 10:38:07 am by Meridian »

Offline Ethereal

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Re: [OXCE+] Original discussion thread
« Reply #1612 on: August 19, 2018, 09:00:19 pm »
There are a couple of questions.

1) Is it possible to make for the ships and the UFO "damageModifier", and for weapons of ships and UFO "damageType"?

2) In addition, I can not understand whether there is a possibility of UFO weapons to have "projectileType: 0 end 1"?

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1613 on: August 19, 2018, 09:11:27 pm »
1/ currently not possible

2/ no, it's hardcoded to 5

Offline The Reaver of Darkness

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Re: [OXCE+] Original discussion thread
« Reply #1614 on: August 19, 2018, 10:27:48 pm »
I am having difficulty with toArmorPre.

Code: [Select]
  - type: STR_PLASMA_PISTOL_TERRAN_CLIP
    power: 60
    damageType: 5
    ToArmorPre: 0.5

My understanding is that the function is supposed to make damage apply to the armor regardless of whether or not it does any health damage. However in testing, no matter what value I set, I get vanilla behavior.

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1615 on: August 19, 2018, 10:29:36 pm »
I am having difficulty with toArmorPre.

Code: [Select]
  - type: STR_PLASMA_PISTOL_TERRAN_CLIP
    power: 60
    damageType: 5
    ToArmorPre: 0.5

My understanding is that the function is supposed to make damage apply to the armor regardless of whether or not it does any health damage. However in testing, no matter what value I set, I get vanilla behavior.

I believe it needs to be nested inside a parent "damageAlter" attribute or something like that... check other mods...

Offline Yankes

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Re: [OXCE+] Original discussion thread
« Reply #1616 on: August 19, 2018, 10:32:29 pm »
Exactly that Meridian said, `ToArmorPre` this is property of damage type not item.

Offline robin

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Re: [OXCE+] Original discussion thread
« Reply #1617 on: August 19, 2018, 10:34:38 pm »
How does armor damage work?
Is it reset at the end of the turn or does it persist for all the mission?

Offline The Reaver of Darkness

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Re: [OXCE+] Original discussion thread
« Reply #1618 on: August 19, 2018, 10:45:17 pm »
Thanks!
What is "IgnoreOverKill: false" and overkill?


@Robin: Armor damage persists for the mission. When a soldier takes damage, their armor usually decreases a bit as well. You can see this in their attributes during the mission.

Offline Yankes

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Re: [OXCE+] Original discussion thread
« Reply #1619 on: August 19, 2018, 11:32:55 pm »
@Robin: As Reaver said, armor "damage" is value that is reduce from unit armor stat, similar to morale "damage" that reduce current unit morale. As bonus this values can be negative and restore armor od morale (image blowtorch that fix armor, but as we know is not fully intelligent to fix armor still attached to person :D)

@Reaver overkill is functionality that allow to disintegrate unit when hit with powerful attack. Useful to gib zombies with nukes and dont worried by new chrysalids.