Author Topic: [OLD] Old OXCE+ discussion thread  (Read 855037 times)

Offline new_civilian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #510 on: April 30, 2016, 04:18:02 pm »
Just a small question: Would it be possible to save the state in which the personal lights (L-button thing) are into the savegames? I can't tell you how often I reloaded (my gals stealthed and hiding) saves, just to run around with lights (and thus ruining my stealth) before I realize they are on again...

Anyway, I'm off, 98E has been released!!!  :D

Offline Hazard

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Re: Meridian's resources and mods for X-PirateZ
« Reply #511 on: May 01, 2016, 01:44:38 am »
Hm, the item action shortcuts aren't working for me, no matter what keys I bind them to. I'm using Stian's FoV fix .exe.

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #512 on: May 01, 2016, 01:53:05 am »
Are you first opening the proper hand's action menu? (ie clicking on the weapon/item that you want to use, or pressing the keys to do so, default are q and e). The shortcut is for selecting an option once the menu is open, not to go directly from walking about to shooting.

Offline Hazard

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Re: Meridian's resources and mods for X-PirateZ
« Reply #513 on: May 01, 2016, 03:10:30 am »
Yeah, that's what I'm doing. But if it works for you, then I guess it's something on my end...

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #514 on: May 01, 2016, 04:28:37 am »
Yes, it works for me.. but I compile my own executable, so maybe there is something different..

New request: Add # of gals wounded to the debriefing state, shown before # of gals killed, with the possibility of deducing score for that.

Offline Stian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #515 on: May 01, 2016, 12:59:11 pm »
I just realized that using the clear inventory button or load template button on a gal with pre-primed grenades drops the grenades live on the floor for a bit of a surprise a turn later... :) Due to the number of inventory items in a typical equip screen this can be a bit hard to catch manually, so I made a tiny fix and attached it to this post. Prime-able items are now reset when either of these buttons drops the item.

New request: Add # of gals wounded to the debriefing state, shown before # of gals killed, with the possibility of deducing score for that.
The number of days they'll be injured would be really useful for such a screen too. Though perhaps that part is better for the skill screen, then again that screen is fairly busy as it is.

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #516 on: May 01, 2016, 04:19:20 pm »
New version is up.

v2016-05-01
  + Un-prime explosives automatically before dropping them during inventory management
  + improved FOV calculation by Stian (please help with testing), more info here: https://openxcom.org/forum/index.php/topic,4568.0.html
  + reverted back fix "tank ammo" by Warboy (not necessary in our context)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YNkFJd210aElaYTA

Offline new_civilian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #517 on: May 01, 2016, 05:46:14 pm »
Is setting the viewdistance in Piratez.rul to 30 required, recommended or should it better remain untouched?

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #518 on: May 01, 2016, 05:55:57 pm »
To really see the difference, set it to 30 or 40 (I plan to set it to 40). The performance gain on default vision range will be only noticeable on weak machines.

Offline new_civilian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #519 on: May 01, 2016, 06:01:01 pm »
To really see the difference, set it to 30 or 40 (I plan to set it to 40). The performance gain on default vision range will be only noticeable on weak machines.

I have single core Sempron 3000 with 1Gb Ram, does it qualify?  ;D

Offline Stian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #520 on: May 01, 2016, 06:08:17 pm »
The game only runs on one core as it is. Would you mind trying at 30 or 40 just to test the performance?

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #521 on: May 01, 2016, 07:03:39 pm »
On my machine (i5 2.9 GhZ, 12 GB ram), first drops in performance began around vision 100 (drop from steady 60 FPS to 40-ish).

Offline new_civilian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #522 on: May 01, 2016, 07:33:54 pm »
Tried 30 during a railyard-terrain pogrom and boy is this a boost or what?!  :o
No stutter, no slowdown, no waiting, nothing. It's like having a 5 year newer new computer.

Atm I have an enemy base to destroy and will try 40, but just seeing the extremely high performance of the 30 setting I already know it will be working fine.
One thought, though: Will the view-range-limits on certain armors (some have 16 day-view-range) have to be adjusted then?

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #523 on: May 01, 2016, 09:00:26 pm »
Yeah naturally.

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #524 on: May 01, 2016, 09:14:35 pm »
Another new feature request: remembering equipment for HWP. I use two parrots and they each carry a smoke, which I have to give and prime every time. It's a small thing, but it would be nice to skip it.