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Author Topic: [OLD] Old OXCE+ discussion thread  (Read 855181 times)

Offline ivandogovich

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Re: Meridian's resources and mods for X-PirateZ
« Reply #660 on: July 07, 2016, 06:00:39 pm »
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.

Just chiming in here to confirm that with the latest .exe, I got weird colors on the post mission briefing screen, but the Diaries pages were fine.  And yeah, I saw the bug fix mentions by SupSuper in the Commendations thread too, but I don't know what PR fixed them.  I can look if you like, or we can see if Yankes 3.1 when you pull it in fixes it.

Online Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #661 on: July 07, 2016, 06:14:04 pm »
3.1 will be on the same version of nightly. Right now bug is only in post mission briefing? If its bug in code I could try find commit that fix it.

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #662 on: July 07, 2016, 07:04:30 pm »
About that power reduction with range... what happens if the power drops into negatives?

Offline legionof1

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Re: Meridian's resources and mods for X-PirateZ
« Reply #663 on: July 07, 2016, 07:21:02 pm »
Can you increase power with distance? Being able to manipulate dmg like this opens up some cool weapons modeling.

Online Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #664 on: July 07, 2016, 07:33:29 pm »
About that power reduction with range... what happens if the power drops into negatives?
Nothing special. Before any calculations power is test if its greater than zero. Simply if test not pass it will do nothing.

Offline ivandogovich

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Re: Meridian's resources and mods for X-PirateZ
« Reply #665 on: July 07, 2016, 08:51:56 pm »
3.1 will be on the same version of nightly. Right now bug is only in post mission briefing? If its bug in code I could try find commit that fix it.

I looked through the Stats Tracking Thread to see where SupSuper said it was fixed.  His post is from Dec 3, 2015 says he'll look into it. https://openxcom.org/forum/index.php/topic,1718.msg55481.html#msg55481 .

He didn't chime back into that thread anywhere afterward to say it was fixed or not.  I tried browsing his commits in the month of December but couldn't find anything that looked like it fixed that issue.

My best guess is that it may be something in the \standard\xcom1\Interfaces.rul file that doesn't set a palette correctly.

Edit:
Look at this commit:  https://github.com/SupSuper/OpenXcom/commit/4a6b67655dbdfa4228d388e4d867d3b20bbaac8d
this may have something to do with it.
« Last Edit: July 07, 2016, 09:13:41 pm by ivandogovich »

Offline R1dO

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Re: Meridian's resources and mods for X-PirateZ
« Reply #666 on: July 08, 2016, 12:07:22 am »
Edit:
Look at this commit:  https://github.com/SupSuper/OpenXcom/commit/4a6b67655dbdfa4228d388e4d867d3b20bbaac8d
this may have something to do with it.

If it happens randomly you could be right. The main reason for that commit (at least the ruleset part) was that "elements" was defined twice for the "-type: commendations" causing the garbled screen error at random occasions.
It happens randomly since yaml isn't forced (if that is even possible) to read those nodes in a specific order.

Offline ivandogovich

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Re: Meridian's resources and mods for X-PirateZ
« Reply #667 on: July 08, 2016, 12:26:25 am »
Yeah, I removed the second "elements" definition, and it worked like a charm through two mission debriefs.

\standard\xcom1\Interfaces.rul 

: Remove line 531


Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #668 on: July 08, 2016, 12:43:24 pm »
New version is up... upgraded to OXCE 3.1... download in the first post... including new data files.

PS: the bug with running is fixed too

Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #669 on: July 08, 2016, 01:06:44 pm »
New version is up... upgraded to OXCE 3.1... download in the first post... including new data files.

PS: the bug with running is fixed too

Great!
Maybe I'll finally get back to modding this weekend. Thanks for the incentive.

Offline karadoc

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Re: Meridian's resources and mods for X-PirateZ
« Reply #670 on: July 08, 2016, 02:19:58 pm »
I see that you haven't yet included my parabolic collisions fix. Is there some reason not to?

Online Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #671 on: July 08, 2016, 02:32:42 pm »
This fix should go to master branch first. This isn't critical bug that need be included directly to Extended or Extended+.
After that in next big merge it will be included to Extended.

Offline karadoc

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Re: Meridian's resources and mods for X-PirateZ
« Reply #672 on: July 08, 2016, 03:02:32 pm »
Understood.

Offline Searmay

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Re: Meridian's resources and mods for X-PirateZ
« Reply #673 on: July 09, 2016, 03:02:20 pm »
I can't get the latest version to build.

First, cmake fails because it can't find src/Mod/ModScript.cpp - which makes sense, because it's not on github (https://github.com/MeridianOXC/OpenXcom/blob/oxce3.0-plus-proto/src/Mod/ModScript.cpp). So I removed the reference from src/CMakeLists.txt (line 507) and tried again. It builds for a while, but chokes at the end. I get 134k of errors starting with:

Code: [Select]
CMakeFiles/openxcom.dir/Mod/Armor.cpp.o: In function `OpenXcom::Armor::load(YAML::Node const&, OpenXcom::ModScript const&)':

Given that other people can build it I have to guess I'm doing something wrong with cmake. The commands I used were:

Code: [Select]
git clone https://github.com/MeridianOXC/OpenXcom.git -b oxce3.0-plus-proto
mkdir OpenXcom/build
cd OpenXcom/build
sed -i "/ModScript.cpp/d" ../src/CMakeLists.txt
cmake -DCMAKE_BUILD_TYPE=Release ..
make -j9  && mv bin/openxcom ~/bin/openxcom-new

For the record: I'm using Arch and the Ubuntu binary doesn't work for me. Also the 2.9 branch works fine.

Online Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #674 on: July 09, 2016, 03:14:08 pm »
`ModScript.cpp` is bug, only `ModScript.h` exists.
And for another bug, could you post more? This line don't say any thing useful, only that something happens in that function.
What error exactly is there?