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Author Topic: [OLD] Old OXCE+ discussion thread  (Read 857662 times)

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #255 on: February 16, 2016, 12:39:25 pm »
What do you mean? Meridian's fork is being distributed with Piratez.

Offline ivandogovich

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Re: Meridian's resources and mods for X-PirateZ
« Reply #256 on: February 16, 2016, 04:56:04 pm »
I've come across another minor glitch.  It may be in OXCE, but because I'm using Meridian's 2.5b build I thought I'd start the conversation here. 

In the basescape, when I open the Prison interface it doesn't display the capacity correctly.  I've built two prisons now in my primary base (Thanks for the nerf, Dioxine) but the prison screen still shows only 15 capacity.  15/15 space used.  In the base logs I'm seeing the correct value of 15/30 space used in the prisons.   

I was opening the interface by right clicking on either facility.  Vaults, when opened in this way, work correctly and display the base's total capacity.

(Sorry if this has already been reported)

Offline Gyuudon

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Re: Meridian's resources and mods for X-PirateZ
« Reply #257 on: February 17, 2016, 06:07:23 am »
Right, wasn't it only recently though? Does this mean in the future Meridian's exe will be the main exe for all new releases?

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #258 on: February 17, 2016, 10:03:09 am »
It was created only recently, duh... And yeah I have no choice now but to use Meridian's fork, I depend on his features :)

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #259 on: February 17, 2016, 10:19:55 am »
It was created only recently, duh... And yeah I have no choice now but to use Meridian's fork, I depend on his features :)

Muahaha, I have you cornered now. Time to start stating my demands!  ;)

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #260 on: February 17, 2016, 10:21:46 am »
That'd be a mistake :) But I will hear out wishes :)
« Last Edit: February 17, 2016, 10:37:36 am by Dioxine »

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #261 on: February 17, 2016, 11:49:04 pm »
I've come across another minor glitch.  It may be in OXCE, but because I'm using Meridian's 2.5b build I thought I'd start the conversation here. 

In the basescape, when I open the Prison interface it doesn't display the capacity correctly.  I've built two prisons now in my primary base (Thanks for the nerf, Dioxine) but the prison screen still shows only 15 capacity.  15/15 space used.  In the base logs I'm seeing the correct value of 15/30 space used in the prisons.   

I was opening the interface by right clicking on either facility.  Vaults, when opened in this way, work correctly and display the base's total capacity.

(Sorry if this has already been reported)

In the prison interface you see Space available/free = 15, space used = 15... which totals to 30. Capacity is not shown anywhere.

Offline ivandogovich

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Re: Meridian's resources and mods for X-PirateZ
« Reply #262 on: February 17, 2016, 11:52:56 pm »
Awesome! Thanks for clearing that up for me! XD

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #263 on: February 18, 2016, 12:12:06 am »
Here is a save.  I updated to the 2/13 .exe and still got a crash.

Fixed.
Happened when there were craft, which had empty weapon slot(s).
Download tomorrow (or later).

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #264 on: February 18, 2016, 06:08:04 pm »
I'm moving the mod to OXCE+ 2.9. It will be uploaded before weekend. So please make any new additions for 2.9 not 2.5b.

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #265 on: February 18, 2016, 06:13:16 pm »
I'm moving the mod to OXCE+ 2.9. It will be uploaded before weekend. So please make any new additions for 2.9 not 2.5b.

I will be making changes in both, just in case.

Offline sambojin

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Re: Meridian's resources and mods for X-PirateZ
« Reply #266 on: February 19, 2016, 12:36:13 pm »
I just thought of something. Something that plenty of others have probably thought of before, so maybe I'm just re-asking for it. I don't know if it's codeable, or just requires an extensive but easy graphics mod.

A facing indicator for enemy troops.

It's already graphically shown on the enemy sprite, but sometimes it's damn hard to tell just which way enemy troops are facing when there's plenty of smoke and/or fire about. With rear armour being such a huge thing in Xpiratez, it'd be very useful. Tantamount to cheating, just because it makes it easier to plan shots, stuns, etc.

But in theory, no different to what we have now. It'll just make it obvious.

Can a small blue pixel be coded in on the enemy's game sprites to show which way they're facing (blue should stand out amongst fire/smoke/landscape).

Or will I have to do a large optional graphics mod, one pixel per enemy, per facing?
« Last Edit: February 19, 2016, 12:37:57 pm by sambojin »

Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #267 on: February 19, 2016, 12:41:25 pm »
Yes, I think this would be helpful in many situations. However, I'd only see it as a hotkey thing - for example by holding Shift or Tab or whatever else. Otherwise it'd just get in the way.

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #268 on: February 21, 2016, 08:07:42 pm »
New version is up.

v2016-02-21
  + Added new damage range type (0-200% with 2 dice); RandomType: 6
  + Un-hardcoded "too much smoke" threshold (for tile fire extinguisher support)
  + Fixed CTD when seeing more than 10 units
  + Fixed CTD in Grand Total

Offline SIMON BAILIE

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Re: Meridian's resources and mods for X-PirateZ
« Reply #269 on: February 23, 2016, 06:04:23 pm »
I'm almost at the end of the second year in a run through of piratez 0.97D using your exe of 02/21/2016 and still a long way to go. I was wondering on two ponts:

1.
Spoiler:
Is it a glitch or intentional that you can only target star gods on a diagonal, ie the square changes from green to red? By the way they seem to be immune to handles, electro whips and stun batons, took 2 stun bombs from the small launcher to stun a star god novice.
2. With you being able to have up to 4 weapons on a craft why does it only show the first two in the geoscape, see attached picture? Or is this part of the UI hardcoded?