Author Topic: Changelog + Old OXCE+ discussion thread  (Read 396154 times)

Offline ivandogovich

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Re: Meridian's resources and mods for X-PirateZ
« Reply #645 on: July 06, 2016, 01:26:07 am »
Just took out the 3.0 .exe for a test drive.  :)

I got the bad colors at the end of missions awards screen (from commendations mod) as well as all the Soldier Stats screens.

What am I doing wrong?



Also, looks like we are missing a bunch of the soldier stats language strings.

Edit:  Found them in the Common Language folder from the nightly:
Code: [Select]
  STR_DIARY: "DIARY"
  STR_KILLED: "KILLED"
  STR_STUNNED: "STUNNED"
  STR_PANICKED: "PANICKED"
  STR_MINDCONTROLLED: "CONTROLLED"
  STR_REGION_UNKNOWN: "Undisclosed"
  STR_WEAPON_UNKNOWN: "Improvisation"
  STR_UNKNOWN: "Unknown"
  STR_VICTORY: "Victory"
  STR_DEFEAT: "Defeat"
  STR_NO_RECORD: "No record"
  STR_HUMAN: "Human"
  STR_FRIENDLY: "Friendly"
  STR_HOSTILE: "Hostile"
  STR_NEUTRAL: "Neutral"
  STR_RATING_UC: "RATING"
  STR_LOCATION: "LOCATION> {ALT}{0}"
  STR_DAYLIGHT_TYPE: "TIME> {ALT}{0}"
  STR_RACE_TYPE: "RACE> {ALT}{0}"
  STR_DAY: "Day"
  STR_NIGHT: "Night"
  STR_DAYS_WOUNDED: "DAYS WOUNDED> {ALT}{0}"
  STR_COMBAT: "COMBAT"
  STR_PERFORMANCE: "PERFORMANCE"
  STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALIZATIONS BY RACE"
  STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALIZATIONS BY RANK"
  STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALIZATIONS BY WEAPON"
  STR_MISSIONS_BY_LOCATION: "MISSIONS BY LOCATION"
  STR_MISSIONS_BY_TYPE: "MISSIONS BY TYPE"
  STR_MISSIONS_BY_UFO: "MISSIONS BY UFO"
  STR_SCORE_VALUE: "SCORE> {ALT}{0}"
  STR_WINS: "WINS> {ALT}{0}"
  STR_STUNS: "STUNS> {ALT}{0}"
  STR_PANICKS: "PANICKS> {ALT}{0}"
  STR_MINDCONTROLS: "CONTROLS> {ALT}{0}"
  STR_AWARDS: "AWARDS"
  STR_COMMENDATIONS_UC: "COMMENDATIONS"
  STR_COMMENDATIONS: "Commendations"
  STR_MEDALS: "MEDALS"
  STR_LOST_IN_SERVICE: "LOST IN SERVICE"
  STR_MEDAL_NAME: "Medal Name"
  STR_MEDAL_AWARD_LEVEL: "Award Level"
  STR_MEDAL_DECOR_LEVEL: "Decoration Level"
  STR_AWARD_0: "First award"
  STR_AWARD_1: "Second award"
  STR_AWARD_2: "Third award"
  STR_AWARD_3: "Fourth award"
  STR_AWARD_4: "Fifth award"
  STR_AWARD_5: "Sixth award"
  STR_AWARD_6: "Seventh award"
  STR_AWARD_7: "Eighth award"
  STR_AWARD_8: "Ninth award"
  STR_AWARD_9: "Tenth award"
  STR_AWARD_DECOR_0: "None"
  STR_AWARD_DECOR_1: "First bronze pin"
  STR_AWARD_DECOR_2: "Second bronze pin"
  STR_AWARD_DECOR_3: "Third bronze pin"
  STR_AWARD_DECOR_4: "First silver pin"
  STR_AWARD_DECOR_5: "Second silver pin"
  STR_AWARD_DECOR_6: "Third silver pin"
  STR_AWARD_DECOR_7: "First gold pin"
  STR_AWARD_DECOR_8: "Second gold pin"
  STR_AWARD_DECOR_9: "Third gold pin"
  STR_KILLED_IN_ACTION: "KILLED IN ACTION"
  STR_MISSING_IN_ACTION: "MISSING IN ACTION"
  STR_MISSIONS: "MISSIONS"
  STR_AVERAGE_MONTHLY_RATING: "Average monthly rating"
  STR_TOTAL_INCOME: "Total income"
  STR_TOTAL_EXPENDITURE: "Total expenditure"
  STR_MISSIONS_WON: "Missions accomplished"
  STR_MISSIONS_LOST: "Missions failed"
  STR_NIGHT_MISSIONS: "Night missions"
  STR_BEST_RATING: "Best mission rating"
  STR_WORST_RATING: "Worst mission rating"
  STR_ALIEN_KILLS: "Aliens killed"
  STR_ALIEN_CAPTURES: "Aliens captured"
  STR_FRIENDLY_KILLS: "Friendly fire incidents"
  STR_AVERAGE_ACCURACY: "Average accuracy"
  STR_WEAPON_MOST_KILLS: "Most effective weapon"
  STR_ALIEN_MOST_KILLS: "Deadliest alien"
  STR_LONGEST_SERVICE: "Longest months in service"
  STR_TOTAL_DAYS_WOUNDED: "Sick days"
  STR_COUNTRIES_LOST: "Countries infiltrated"
  STR_TOTAL_TERROR_SITES: "Terror attacks"
  STR_TOTAL_BASES: "Bases built"
  STR_TOTAL_CRAFT: "Craft owned"
  STR_TOTAL_SCIENTISTS: "Scientists hired"
  STR_TOTAL_ENGINEERS: "Engineers hired"
  STR_TOTAL_RESEARCH: "Research completed"
  STR_DIARY_ACCURACY: "ACCURACY> {ALT}{0}%"
  STR_STATISTICS: "Statistics"

Edit 2:  I have added a .rul file for the Diaries strings (in proper Piratez parlance ( ie Brainers for Scientists, etc)) at this post in the PirateZ Commendations thread:  https://openxcom.org/forum/index.php?topic=4734.msg66876#msg66876  .  I'd imagine that Dioxine will pull these into the main Piratez.lang file at some point.  Maybe on his next update.
« Last Edit: July 06, 2016, 01:54:32 am by ivandogovich »

Offline Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #646 on: July 06, 2016, 02:25:32 am »
I suspect lack of proper "interfaces"->"elements".

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #647 on: July 06, 2016, 09:11:38 am »
Just took out the 3.0 .exe for a test drive.  :)
I got the bad colors at the end of missions awards screen (from commendations mod) as well as all the Soldier Stats screens.
Also, looks like we are missing a bunch of the soldier stats language strings.

What am I doing wrong?

When upgrading to 3.0 for the first time, you need to upgrade the ruleset and resources too, not just the EXE.

The full archive (2016-07-05-OpenXcomExPlus30-full.zip) is also in the first post... download it and replace the whole "common" and "standard" subfolders with the content from this archive.

... or wait for new PirateZ version, which will do it for you.

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #648 on: July 06, 2016, 02:08:43 pm »
So the result would be:
1/ no modifier - walk, stop on contact
2/ shift - walk, don't stop on contact
3/ ctrl - run, don't stop on contact
4/ shift+ctrl - run, don't stop on contact, i.e. same as option 3/

If so, I like it, and can change it for the next version.

Yeah, so we can get rid of #4 altogether (and resulting keybinding troubles).

I'll try to do a new release over the weekend. Theme will be magical girls (read: new fun weapons) so Meridian won't get bored by his Plasma Rifles ;) Ofc the focus is on bugfixes mainly.

Also pls, try to find any critical bugs in 3.0 before I make that release, guys :)
« Last Edit: July 06, 2016, 02:13:10 pm by Dioxine »

Offline ivandogovich

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Re: Meridian's resources and mods for X-PirateZ
« Reply #649 on: July 06, 2016, 03:52:15 pm »
When upgrading to 3.0 for the first time, you need to upgrade the ruleset and resources too, not just the EXE.

The full archive (2016-07-05-OpenXcomExPlus30-full.zip) is also in the first post... download it and replace the whole "common" and "standard" subfolders with the content from this archive.

Thanks! I must have missed those instructions somewhere.  I'll try it the recommended way!

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #650 on: July 06, 2016, 05:32:12 pm »
Thanks! I must have missed those instructions somewhere.  I'll try it the recommended way!

Besides that, I got the same error right now too... so there are probably still some glitches to expect... I remember SupSuper and Shoes were fixing that several times... let's wait until we're in synch with master.

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #651 on: July 06, 2016, 07:53:38 pm »
I'll try to do a new release over the weekend. Theme will be magical girls (read: new fun weapons) so Meridian won't get bored by his Plasma Rifles ;) Ofc the focus is on bugfixes mainly.

Also pls, try to find any critical bugs in 3.0 before I make that release, guys :)

I played about 2 hours in total (I know, not much), but I couldn't find any more criticals.

New version is out, changelog:
v2016-07-06
  + Ufopedia.org about a medal in a soldier's diary can now be accessed directly (just click on a medal name)
  + Ufopedia.org about weapon in hand is now accessible via middle-click, same as in the inventory (not right-click)
  + Soldiers ignore enemies when running (i.e. they don't stop on mutual surprise), when walking this can also be activated by holding SHIFT

Download in the first post. EXE only this time... so don't forget the data files from full package when creating a new release :)

PS: I will be mostly offline from Thursday to Monday.

EDIT: the ignoring of spotted enemies doesn't work very well on 3.0 :( I tested it only on 2.9... I will have a look, see if I can find a quick fix today
« Last Edit: July 06, 2016, 08:14:06 pm by Meridian »

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #652 on: July 06, 2016, 08:14:16 pm »
Download in the first post. EXE only this time... so don't forget the data files from full package when creating a new release :)

Hehe, sure... got burned by this a few times :)

Offline karadoc

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Re: Meridian's resources and mods for X-PirateZ
« Reply #653 on: July 07, 2016, 05:59:58 am »
So the result would be:
1/ no modifier - walk, stop on contact
2/ shift - walk, don't stop on contact
3/ ctrl - run, don't stop on contact
4/ shift+ctrl - run, don't stop on contact, i.e. same as option 3/

If so, I like it, and can change it for the next version.
I'm not certain it's a good idea to make running always ignore enemies. It probably will make people walk more when scouting; but it might also cause players to do a lot of micro-managed two-step runs (or even 1-step runs with right-click cancelling). The change wouldn't prevent people from scouting with run, it would just make it tedious and annoying to scout with run. And so if scouting with run is something the player really wants to do, then the change will have had a negative effect on the game.

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #654 on: July 07, 2016, 09:48:38 am »
Nothing can save players from excessive micromanaging, and Piratez is sure a micromanager's hell in general (still easy-peasy compared to, say, Aurora). I didn't want the 'ignore enemies' option in the first place, but once it's in, let's make it a part of the game, instead of being a 'cheat'... It sure makes the game less annoying, especially if you charge a lot. It does remove the unpredictability of a charge, that's the loss I'm willing to accept.
Also using 2-tile-run won't save you if you fail the reactions check anyway. It will cause some hilarious deaths though, and will hammer the message in, that can later save your own life (don't run when there's snipers around) ;)
Idk, maybe it's a wrong idea, nothing's perfect... If there's a general disapproval, I might change my mind.

PS.
There's a little bug that bothers me, and the post in the other thread (about the Fireball launcher) reminded me of it. It is possible to exceed the max range of a weapon by force-firing in a certain way, since the projectile isn't removed at max range; the engine only disallows you targetting outside of the max range. Would it be possible for the engine to remove the projectile, say, 1 tile past the max range (that 1 extra tile is for sanity reasons...)?
« Last Edit: July 07, 2016, 09:59:12 am by Dioxine »

Offline karadoc

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Re: Meridian's resources and mods for X-PirateZ
« Reply #655 on: July 07, 2016, 11:44:43 am »
Fair enough about the running stuff. I don't have a strong opinion about it; but I do think there will be people out there who won't like the change. I guess feel and flavour must sometimes be preferenced over convenience.
PS.
There's a little bug that bothers me, and the post in the other thread (about the Fireball launcher) reminded me of it. It is possible to exceed the max range of a weapon by force-firing in a certain way, since the projectile isn't removed at max range; the engine only disallows you targetting outside of the max range. Would it be possible for the engine to remove the projectile, say, 1 tile past the max range (that 1 extra tile is for sanity reasons...)?
I haven't looked into this specifically, but I do remember seeing that projectiles already have maximum flying distances. So I'm sure what you are asking for could be done without a lot of trouble. At a guess, the only complication might be a mismatch between how targeting distance is measured and how actual flight distance is measured. (For example, is maximum targeting range measured in 2D, or 3D?

Offline Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #656 on: July 07, 2016, 01:41:03 pm »
One way to fix shooting outside today is made that damage it will do be close to zero:
Code: [Select]
  powerRangeThreshold: 10
  powerRangeReduction: 40 #after 10 tiles each another tile will reduce power by 40



Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #657 on: July 07, 2016, 02:49:06 pm »
One way to fix shooting outside today is made that damage it will do be close to zero:
Code: [Select]
  powerRangeThreshold: 10
  powerRangeReduction: 40 #after 10 tiles each another tile will reduce power by 40

Does it modify the damage smoothly tile by tile, or in 10 tile intervals?

Offline Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #658 on: July 07, 2016, 03:22:52 pm »
threshold mean how far need bullet fly to start applying reduction.
From tile 1 to 10 damage is without changes.
in tile 11 damage is reduced by 40
in tile 12 damage is reduced by 80
etc.

btw distance is listed in tiles but calculation is done in vexels. If you shoot diagonal or hit "fat" object reduction could be e.g. 23 because bullet do not fly full tile distance.

Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #659 on: July 07, 2016, 03:31:47 pm »
threshold mean how far need bullet fly to start applying reduction.
From tile 1 to 10 damage is without changes.
in tile 11 damage is reduced by 40
in tile 12 damage is reduced by 80
etc.

btw distance is listed in tiles but calculation is done in vexels. If you shoot diagonal or hit "fat" object reduction could be e.g. 23 because bullet do not fly full tile distance.

Right, thanks for the clarification.