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Author Topic: [OLD] Old OXCE+ discussion thread  (Read 855374 times)

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #360 on: March 15, 2016, 03:55:51 am »
Try this and let me know if it helped please.

Code: [Select]
std::wstring temp = tr("STR_UNITS_PRODUCED");
_lstRequiredItems->addRow(1, temp);

No :(

Code: [Select]
Scanning dependencies of target openxcom
[  0%] Building CXX object src/CMakeFiles/openxcom.dir/Basescape/ManufactureStartState.cpp.o
/home/jpaucl/XCom/OpenXCom/Compilations/Meridian/src/Basescape/ManufactureStartState.cpp: In constructor ‘OpenXcom::ManufactureStartState::ManufactureStartState(OpenXcom::Base*, OpenXcom::RuleManufacture*)’:
/home/jpaucl/XCom/OpenXCom/Compilations/Meridian/src/Basescape/ManufactureStartState.cpp:139:50: error: cannot pass objects of non-trivially-copyable type ‘std::wstring {aka class std::basic_string<wchar_t>}’ through ‘...’
                 _lstRequiredItems->addRow(1, temp);
                                                  ^
make[2]: *** [src/CMakeFiles/openxcom.dir/Basescape/ManufactureStartState.cpp.o] Error 1
make[1]: *** [src/CMakeFiles/openxcom.dir/all] Error 2
make: *** [all] Error 2

And my fixed compiled, but I don't think it worked either... (see attached)
« Last Edit: March 15, 2016, 04:03:50 am by Arthanor »

Offline Cristao

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Re: Meridian's resources and mods for X-PirateZ
« Reply #361 on: March 15, 2016, 08:05:32 am »
Windows 7, 64 bit.

Yes, everything.

He did? He mentioned that he had to get the x86 version, but I figured he simply had a 32-bit system...

Anyway, tried this now, it works. :) Thanks, guys!

I dont know why the 64bit version didnt work. I too had to use the x86 version before I could get it working and my system is 64bit windows.

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #362 on: March 17, 2016, 01:16:15 pm »
Due to upgrade to 2.9 OXCE, the 'avatar instead of rank' function doesn't work so well anymore, as different races should have different avatars. Perhaps it'd be possible to add functionality to set the armor used as source, and xy offset for every soldier race separately?

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #363 on: March 17, 2016, 02:05:23 pm »
Due to upgrade to 2.9 OXCE, the 'avatar instead of rank' function doesn't work so well anymore, as different races should have different avatars. Perhaps it'd be possible to add functionality to set the armor used as source, and xy offset for every soldier race separately?

EDIT: Done. New version is up.

v2016-03-17
  + Ability to define avatar position (per soldier type)
  + Ability to define armor for avatar in the ruleset

Code: [Select]
  - type: STR_SOLDIER
    costBuy: 20000
    costSalary: 5000
    armor: STR_NONE_UC
    armorForAvatar: STR_LOADER_ARMOR_UC #if not specified, currently worn armor will be used
    avatarOffsetX: 56 # default is 66
    avatarOffsetY: 50 # default is 42
...
« Last Edit: March 17, 2016, 07:26:24 pm by Meridian »

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #364 on: March 17, 2016, 08:27:55 pm »
Thank you :) I will try to add a playable race before your next recording. Doggies are out of question, without that 2-dog limit, massive homing-HE-pack-bombing will ensue :) But I'll try to cook something up. Maybe upgradeable Advisors (Mindprobe of Haste, some armor).

Offline Roxis231

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Re: Meridian's resources and mods for X-PirateZ
« Reply #365 on: March 19, 2016, 06:22:56 am »
Meridians, just downloaded and tried the 2016-03-17 version of 2.9

I'm still getting the 'Not a Valid Win32 Application' Error.

You fixed this in the 2016-03-14 version - Why is it back?

PS - Can't find a copy of 2016-03-14 in the links, is it possable to get one?

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #366 on: March 19, 2016, 09:01:46 am »
Meridians, just downloaded and tried the 2016-03-17 version of 2.9
I'm still getting the 'Not a Valid Win32 Application' Error.
You fixed this in the 2016-03-14 version - Why is it back?
PS - Can't find a copy of 2016-03-14 in the links, is it possable to get one?

It's back because I compiled it on a different computer (on notebook while waiting for a delayed flight :D)

The first post contains a link to an archive, you can get 2016-03-14 there.

Offline Roxis231

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Re: Meridian's resources and mods for X-PirateZ
« Reply #367 on: March 20, 2016, 06:47:08 am »
It's back because I compiled it on a different computer (on notebook while waiting for a delayed flight :D)

Ah, so you'll fix it in the next release, great.

The first post contains a link to an archive, you can get 2016-03-14 there.

Huh, I thought that was just for old v2.5 archives.  Thanks.

Offline ivandogovich

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Re: Meridian's resources and mods for X-PirateZ
« Reply #368 on: March 21, 2016, 07:11:47 pm »
Hi Meridian... I worked a bit more on that "cleaned" smoke that I showed you earlier, and toned down the movements alot.   Here is an animated .gif.



Let me know if this is closer to something you would like.

Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #369 on: March 22, 2016, 10:26:33 pm »
Hi Meridian,

(yeah, there is more of us)

psycHoTik made this:

https://openxcom.org/forum/index.php/topic,4421.msg60888.html#msg60888

Can you please evaluate his code and if it's correct, perhaps include it in your build? Because impossibility to regulate vision ranges during the day is quite exasperating.

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #370 on: March 22, 2016, 10:52:17 pm »
Yankes wrote in his last update post on OXCE 3.0 something about scripts for unit visibility:

- scripts access to unit reactions and maybe visibility too

But I'll have a look and include it if it makes sense... I may contact you again regarding exact requirements.

Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #371 on: March 22, 2016, 10:58:32 pm »
Thank you, effendi. Whenever you ask. :)

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #372 on: March 25, 2016, 06:18:06 pm »
New version's up.

v2016-03-25
  + Added support for visibility during day (per armor type), more info: https://openxcom.org/forum/index.php/topic,4421.msg60977.html#msg60977
  + Some minor armor equip improvements, more info: https://openxcom.org/forum/index.php/topic,2915.msg60964.html#msg60964
v2016-03-23
  + Added support for craft auto-patrol, more info: https://openxcom.org/forum/index.php/topic,4228.msg60926.html#msg60926

Download in the first post.

Offline Eddie

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Re: Meridian's resources and mods for X-PirateZ
« Reply #373 on: March 26, 2016, 01:33:37 am »
I had a moment of enlightenment.

We could have weapon specific behaviour for kneeling. For example, snipers could get a bigger boost to accuracy for kneeling than other weapons. Autofire range could be extended when kneeling. Or snap range or aimed range. Think of the possibilities!

I'm not sure if this is the right place to post this idea, but if you like it I'm sure you will tell the right person.

Offline Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #374 on: March 26, 2016, 11:52:27 am »
I had a moment of enlightenment.

We could have weapon specific behaviour for kneeling. For example, snipers could get a bigger boost to accuracy for kneeling than other weapons. Autofire range could be extended when kneeling. Or snap range or aimed range. Think of the possibilities!

I'm not sure if this is the right place to post this idea, but if you like it I'm sure you will tell the right person.
This is in TODO in next release of Extended.