Author Topic: Changelog + Old OXCE+ discussion thread  (Read 354234 times)

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #885 on: November 05, 2016, 02:03:03 pm »
New version is up.

2016-11-05
 + Added animated inventory wound indicator, more info: https://openxcom.org/forum/index.php/topic,4424.msg73771.html#msg73771
 + Don't react with 0% accuracy or from out of range, more info: https://openxcom.org/forum/index.php/topic,4830.msg73772.html#msg73772
 + Different camouflage at dark and at day/light, more info: https://openxcom.org/forum/index.php/topic,4822.msg73774.html#msg73774
 + Small ufopedia CTD fix/workaround, info: https://openxcom.org/forum/index.php/topic,4058.msg73753.html#msg73753

Download: https://drive.google.com/open?id=0B8itkFQbhj-YTWtuOU1jWDI5akE

@dioxine/solarius/etc: New camouflage was not tested at all... please help.

Also players are advised to wait for next Piratez release, since the new camouflage ruleset is not backwards-compatible.

Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #886 on: November 05, 2016, 02:04:59 pm »
Great! I'm not sure if I can do much testing this weekend, but I'll try. Gladly :)

Offline alinare

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Re: Meridian's resources and mods for X-PirateZ
« Reply #887 on: November 05, 2016, 03:53:07 pm »
Hello Meridian:
I do not know if this is possible, or be asking too much, to xcom.  :)
Would it be possible, add something, like hacking xcom 2, for a particular object, for example, a computer affects a determined enemy? It would be something like the psychic control of Xcom, restricted to a particular class of opponent.

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #888 on: November 05, 2016, 04:59:04 pm »
Hello alinare

Yes, hacking in one form or another, can be implemented.

1/ I don't have a good imagination, so I would need more description of how exactly the weapon/object should work, what enemies it can affect and how, etc. ...
2/ Also, I am not the mod owner (or even a modder), so you would need to ask Dioxine to add it into the game (before I develop the support for it... I generally don't do stuff without modders having interest in it)

Once these two pre-requisites are satisfied, I'll put it on my todo list.

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #889 on: November 05, 2016, 05:20:00 pm »
I don't have any interest in it for the foreseeable future.

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #890 on: November 05, 2016, 07:45:35 pm »
HWP and stationary turrets that are vulnerable to TU drain, panic (firing randomly) or MC by a special hacking attack since they are immune to psi attacks?

Really this would just be defining different classes of units and then making the current psi mechanic be restricted to certain categories of targets.

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #891 on: November 06, 2016, 02:28:34 am »
There are non-psi weapons which can drain TU or panic normally immune units; MC is impossible that way, yes.

Offline khade

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Re: Meridian's resources and mods for X-PirateZ
« Reply #892 on: November 06, 2016, 02:49:07 am »
I'd like the ability to turn off the lights, specifically in UFOs. Murder in the dark is really fun... when you're not the one being hunted, at least.

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #893 on: November 06, 2016, 06:49:57 am »
There's is already an ability for that. It's called explosives. I haven't put these lights there without a reason.

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #894 on: November 06, 2016, 10:06:13 pm »
New version is up.

2016-11-06
 + OXCE 3.3 visible distance bug workaround
 + Dogfight improvements (by ohartenstein23), info: https://openxcom.org/forum/index.php/topic,5019.msg73600.html#msg73600

Download: https://drive.google.com/open?id=0B8itkFQbhj-YYmJHT0JGNE51Z0E

Code: [Select]
extraSounds:
  - type: GEO.CAT
    files:
      100: Resources/Sounds/myfire.wav
ufos:
  - type: STR_MY_UFO
    fireSound: 100
extraStrings:
  - type: en-US
    strings:
      STR_UFO_HIT_NO_DAMAGE: "BOUNCED OFF THE HULL!"
      STR_UFO_HIT_GLANCING: "GLANCING HIT!"
ufoGlancingHitThreshold: 0   #default
ufoBeamWidthParameter: 1000  #default

Online ohartenstein23

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Re: Meridian's resources and mods for X-PirateZ
« Reply #895 on: November 07, 2016, 06:36:27 pm »
The numbers I'd suggest for using these tweaks in Piratez are:
Code: [Select]
ufoGlancingHitThreshold: 5
ufoBeamWidthParameter: 51

That sets the threshold for seeing "Glancing Hit!" at 5% the damage it takes to shoot down a craft, and the beam width separates the shippings into almsot a set of classes by damage:
0-50: Light damage - Freighters, Gunboat/Light Gunboat, Cutter, Runabout, etc.
51 - 101: Medium damage - Fighters up through Heavy Gunships
102 - 152: Heavy damage - Corvettes and Cruisers
153 - 203: Even more damage - Gov't Cruisers, Bombers
204 - 254: Seriously?! damage - Battleships

It might also work around 30 or so to further differentiate between the military ships, but the beams start to look really ridiculous if it's set too low.

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #896 on: November 07, 2016, 07:54:23 pm »
Almost identically as me - I gave 5% glancing threshold and beam 50 - Heavy Gunships are something quite else than Gunships, and they do 100 damage. I've also added a special puny sound for <30 damage UFOs (those that can't one-shot even your flimsiest craft), and a special sound for 100+ damage.

Online ohartenstein23

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Re: Meridian's resources and mods for X-PirateZ
« Reply #897 on: November 07, 2016, 09:21:45 pm »
Any special sound for the Battleship?  That 200+ is something else entirely :P

@Meridian:  Here's a more formal report than Poet's stream for what I found out with the shotgun bug so far.  When you target a north or west wall, i.e., a wall in the same tile that your is standing in, and the wall is destroyed by one of the pellets, the rest tend to go wildly off in random directions.  I think it has to do with the trajectory calculation targeting the unit's tile once the object is destroyed, I'm working on tracking it down a bit more explicitly.

Edit:  Okay, here's the issue; once the wall is hit by the first pellet, this position, stored as firstPelletImpact is the same as originVoxel - so calculateTrajectory is trying to draw a line between a voxel and that same voxel.  I'm going to try to make a special case to handle this problem, something like setting firstPelletImpact as the clicked-on tile instead if ever originVoxel and _targetVoxel are equal.
« Last Edit: November 07, 2016, 09:34:58 pm by ohartenstein23 »

Online ohartenstein23

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Re: Meridian's resources and mods for X-PirateZ
« Reply #898 on: November 07, 2016, 10:07:09 pm »
I've got a fix that seems to be working for me - I added a check for every pellet to see if its _targetVoxel is the same voxel as _origin, and if it is, switch _targetVoxel back to the first tile you clicked on.  See commit here.

Offline khade

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Re: Meridian's resources and mods for X-PirateZ
« Reply #899 on: November 08, 2016, 02:15:52 am »
I got that bug, in xcom-files, killed the agent 5 squares south of the shooter.