Author Topic: [OLD] Old OXCE+ discussion thread  (Read 854962 times)

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #810 on: September 07, 2016, 08:37:34 pm »
A save please.
But yeah, I noticed that several times too... not sure if OXC or OXCE or OXCE+ or feature :)
I already fixed it. Problems is TFTD doors that have opened version with 0 close cost. This cause couple problems in code.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Meridian's resources and mods for X-PirateZ
« Reply #811 on: September 07, 2016, 08:53:14 pm »
I've noticed these borked doors. Well, it is always possible to modify door tiles to conform to UFO standards...

Offline Eddie

  • Commander
  • *****
  • Posts: 560
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #812 on: September 07, 2016, 10:48:22 pm »
It already works like that.

If you have between 0 and 2 experience points/kills, you can get either +0 or +1 to stats.
If you have between 3 and 5 experience points/kills, you can get either +1 +2 or +3 to stats.

Considering both of your gals had 2 kills (as diary says), it is pretty possible to roll 2 times +0 stats (chance of that is exactly 25%).

I have some doubts that what you are saying is correct.
- One of the girls had three kills. Diary says two by shotgun, one indirect.
- I have a save just before I knock the last enemy down. I reloaded it several times, to see if I had bad luck with the rolls. I see the stat increases for the other girls changing, but the shotgun girls never get anything. Save is attached so you can see yourself.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Meridian's resources and mods for X-PirateZ
« Reply #813 on: September 07, 2016, 11:03:17 pm »
I remember Warboy saying the xp from shotgun blasts only counts if the "first" projectile hits. It might be worth investigating. Also, Commendations are obviously unable to attribute some types of kills properly (like grenade kills, for example), which might also be a factor.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9089
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #814 on: September 08, 2016, 11:54:54 am »
I have some doubts that what you are saying is correct.
- One of the girls had three kills. Diary says two by shotgun, one indirect.
- I have a save just before I knock the last enemy down. I reloaded it several times, to see if I had bad luck with the rolls. I see the stat increases for the other girls changing, but the shotgun girls never get anything. Save is attached so you can see yourself.

Moonlight Saker and Living Blade got exactly zero experience from the mission (see attached)... so also all improvements were +0.

I'll have a look at the weapons they used, if there's anything wrong with them.

EDIT:
- so, only the "first" bullet counts, other bullets don't give any experience
- the issue is however even deeper, because the "first" bullet is actually calculated as first, but drawn and processed as last... and if the other pellets kill the target already (which is very likely is this case), the first bullet processed as last will hit an already dead target and won't give any experience either

Not sure how to fix it... I could allow experience from shotguns also when hitting already dead units... but dead units on the ground would count too... which is just not right.
« Last Edit: September 08, 2016, 01:54:23 pm by Meridian »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9089
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #815 on: September 08, 2016, 02:15:13 pm »
Sure thing - I tested this in OXC, it doesn't replicate the bug and this is just the default port attack tileset.

I've cherry-picked Yankes' fix, should be OK now.

Offline Eddie

  • Commander
  • *****
  • Posts: 560
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #816 on: September 08, 2016, 02:45:59 pm »
Thank you for looking into the shotgun problem Meridian.

Regarding the problematic bow fix: would it be possible to have an on/off toggle in the options? Then we can choose the lesser evil until an actual fix is in.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9089
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #817 on: September 08, 2016, 03:03:17 pm »
Regarding the problematic bow fix: would it be possible to have an on/off toggle in the options? Then we can choose the lesser evil until an actual fix is in.

I have a fix almost ready. Today or tomorrow I will release it.

Offline khade

  • Commander
  • *****
  • Posts: 509
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #818 on: September 09, 2016, 03:41:19 am »
There was a suggested shotgun fix that might work, where if any of the shots hit, you get one exp, but no more.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9089
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #819 on: September 09, 2016, 09:19:26 pm »
New version is up.

206-09-09
  + TechTreeViewer can be opened by Q hotkey from geoscape directly
  + Show research progress in TechTreeViewer
  + Fix for end mission confirmation
  + Bow miss fix (by karadoc), with less side effects
  + Fix bug with TFTD doors (by Yankes)
  + More middle-clicks open Ufopaedia articles directly
    - facility info in Base view
    - craft weapon info in Craft > Craft Weapon GUI
    - item info in Craft > Equipment GUI
    - armor info in Craft > Armors GUI
    - craft info in Intercept window
    - ufo info in UFO Tracker (only if detected by Hyperwave decoder)
  + Ability to buy items with negative size (e.g. workers)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YcDEwejE0MUhGVGM

Translation:

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_RESEARCH_PROGRESS: "Progress>{ALT} {0}%"
« Last Edit: September 09, 2016, 09:20:57 pm by Meridian »

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Meridian's resources and mods for X-PirateZ
« Reply #820 on: September 10, 2016, 02:43:39 am »
Thanks! Great update!

Offline Petethegoat

  • Sergeant
  • **
  • Posts: 10
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #821 on: September 10, 2016, 05:00:44 pm »
Is it possible to avoid the 'new manufacture available' pop ups for robbing and hiring people when repeatedly interrogating them? Once you've already got those options, I mean.

I wouldn't mind trying to fix that myself, but I've spent a while browsing through the source and I still haven't really got a feel for it. Any ideas where I should be looking?

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9089
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #822 on: September 12, 2016, 12:03:15 pm »
Is it possible to avoid the 'new manufacture available' pop ups for robbing and hiring people when repeatedly interrogating them? Once you've already got those options, I mean.

I wouldn't mind trying to fix that myself, but I've spent a while browsing through the source and I still haven't really got a feel for it. Any ideas where I should be looking?

Here's the related code: https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/SavedGame.cpp#L1368

And here a possible fix: https://github.com/MeridianOXC/OpenXcom/commit/c321f1a2d27547f9f692e8e3754697897cc2794d
« Last Edit: September 13, 2016, 05:50:39 pm by Meridian »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9089
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #823 on: September 16, 2016, 12:04:21 am »
New version is up.

2016-09-15
 + Switch for endless or one-cycle infiltrations (see below)
 + Recovered items now shown in Debriefing also for base defense missions
 + Small fix for shotgun not giving any experience (still only first bullet counts, but if it hits it will give experience every time; experience != improvement)
 + Don't show previously unlocked (and seen!) manufacturing topics in the "We can now manufacture..." window

Code: [Select]
  - type: STR_MISSION_SWAY_GOVT
    points: 0
    objective: 1
    endlessInfiltration: false # default is true; if set to false, mission will end after the first pact/base
    spawnZone: 4

This is just a simple switch to solve the immediate issue, I'll have to think more about more generic options...

Download: https://drive.google.com/open?id=0B8itkFQbhj-YY0Nzdmg3YnBIZDQ

PS: please help test the "Loot" screen in Debriefing, I had to change a lot to support also base defense missions....

Offline Eddie

  • Commander
  • *****
  • Posts: 560
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #824 on: September 16, 2016, 03:31:03 pm »
In case you need an idea for a shotgun fix:
The clean method to do it (count all bullet hits, but give just one xp no matter the number of hits) is apparently not that easy or you would have already done it. Is a statistical solution easier? Count all pellet hits, each pellet has a chance of "1 / (number of pellets)" to give xp.