Author Topic: Old OXCE+ discussion thread  (Read 303744 times)

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1695 on: September 08, 2018, 09:34:39 pm »
Yeah, don't hack... ask for a feature instead.

Offline The Reaver of Darkness

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Re: [OXCE+] Original discussion thread
« Reply #1696 on: September 09, 2018, 11:53:40 pm »
Yeah, don't hack... ask for a feature instead.

It doesn't seem like hacking to me. I don't see why I should be forced to make research projects for everything that requires one. If the player never encounters the research project, they simply are never able to use the item.

If it were a case of A calls for B then it would be problematic because once A were called, B would fail and the game would crash. But it's not. It's a case of A needs B. Since A never has B, A is permanently off. That's not hacking, it's basic programming.

To give another example:
If you have a suit of armor that exists only to make a UFOPedia article, it might not have a spritesheet that corresponds to it, and it also does not call one. If you tried to wear the armor onto the battlefield, it would attempt to call a spritesheet and fail, and the game would crash. But if you never wear it (because it's not available to the player) then it only ever has its inventory sprite called. Thus it's fine if the armor has no spritesheet as long as it doesn't call for one.

Now say you have an armor suit that has a spritesheet listed, but it doesn't link to anything in extraSprites, or the file isn't found. That would be a case where the game should alert the player to it at start, because the armor is already calling the spritesheet and failing to find it.


You COULD make all armors require a spritesheet, inventory sprite, and a corpse, but then you'd break every mod that has unusable armors that don't have those.

- - - - -
So, can I have a way to make alien artifacts yield points on recovery even if they have been researched?
« Last Edit: September 10, 2018, 12:01:32 am by The Reaver of Darkness »

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1697 on: September 10, 2018, 12:03:32 am »
I don't know if you're a programmer... but that's far from basic programming.
In best case, it's neglecting of proper checking of user input.
In worst case, blatant disrespect for common sense.

Yes, you can have such option... do you want this also in the real game or only in the "New Battle" mode?

Offline The Reaver of Darkness

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Re: [OXCE+] Original discussion thread
« Reply #1698 on: September 10, 2018, 12:15:19 am »
do you want this also in the real game or only in the "New Battle" mode?
Both, most importantly in the main game. But I do want the ability to deliver the "New Battle" experience the way I want others to receive it. I don't like not being able to enforce something in that mode just because of its default settings.

P.S.: I am not a programmer.

Offline DaveQB

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Re: [OXCE+] Original discussion thread
« Reply #1699 on: September 14, 2018, 10:25:59 am »
Just registered to say my thanks for the Android version. I tried an older version long ago but my phone wasn't much back then, and now that I got a new one and a stylus I couldn't but check again - I was confused at first because I didn't even know that OpenXcom website had changed domain a while ago. Great to see a new mod portal, too.

What I find most impressive, as the result of all the years of cumulative work since the first OXC release, is that all the improvements (like the indicators of how many Time Units will be left after moving to a certain tile) are so well integrated, they feel like they were always there.

I'd love to see a feature that allows to scale the Battlescape and the UI differently but, from a quick search, the idea has been considered loooong ago already but it was stated as very difficult to implement.

Offline Meridian

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Re: Old OXCE+ discussion thread
« Reply #1700 on: September 17, 2018, 05:30:16 pm »
This thread has been locked, please use the new thread: https://openxcom.org/forum/index.php/topic,6586.0.html

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1701 on: October 31, 2019, 12:12:32 pm »
Is it possible to personalize the inv layout for a specific armor?
For the belt I thought about defining the "full big belt" (2*4) as default, and then "black out" the two bottom-left slots for all the other armors; problem would be that I don't know how to place the "null item" on the specific slots I want to forbid (the backpack null item fills the entire space so no precise placing is involved).
(Nothing really vital though, I'm still ok with just the disabled backpack).

You can now put the "null item" on a specific position within an inventory slot.

Code: [Select]
items:
  - type: STR_NULL_ITEM
    defaultInventorySlot: STR_BELT
    defaultInvSlotX: 3
    defaultInvSlotY: 1