Author Topic: OXCE (OpenXcom Extended) main thread  (Read 292973 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1155 on: July 07, 2022, 12:16:48 pm »
Hi Meridian,

I hope I'm posting this in the right place -- I am trying to cross compile both OXCE and FtA from Linux using your instructions, but it seems I am probably doing something wrong. Can you point me in the right direction, or by any chance, does it fail for you in the same way currently? To clarify, I've tried this for both OXCE and FtA and neither are successful.

This is what is, I think, the relevant bit from the logs (I've also attached the full build logs for both OXCE/FtA below):

Hi,

I don't have this setup locally anymore, I'd need to install everything again...

But we have this setup on the build farm (maintained by Stoddard) running fine for some years now.

The build farm is also building FtA, most likely using the same setup (https://lxnt.wtf/oxem/#/FTA), but Stoddard or Finnik should confirm.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1156 on: July 07, 2022, 12:18:07 pm »
I got this error on loading OXCE 7.53
"Error for 'ALIEN_PSI_WEAPON': Wrong index 36 for sound set BATTLE.CAT"
and many more similar errors in log file.
What's wrong?
maybe the reason is i don't have any sound device. OXCE 7.3 version is Ok

Should be fixed in v7.5.19

See also: https://openxcom.org/forum/index.php/topic,10541.msg147434.html#msg147434

Offline Rangerh

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1157 on: July 08, 2022, 08:32:58 pm »
A question about the "sickBayAbsoluteBonus" and "sickBayRelativeBonus"

On a game with the 40k/Rosigma  i have some troops with extreme recovery time a bit too often (that's because 40k/Rosigma troops have a lot of HP so they endure a lot more wounds ingame).
So i checked https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Base_Facilities

Found that those sickbay could be interesting to work around the problem. So i added

sickBayAbsoluteBonus: 0.0
sickBayRelativeBonus: 10.0

To the STR_ACCESS_LIFT entry (that is found in terrain_40k.rul file from the 40k mod folder) , as it's the basic facility that every underground base will have from the start.
According to the ufopedia website entry , this should means the building provide a healing bonus of 10% by day, so it should mean my troops would all be healed in a maximum of 10 days.

But after more testing, it is not the case, the recovery time is going at a normal rate (i mean the same as if i had not added the sickbay entries)
To test more, i increased sickBayRelativeBonus: 10.0 to  50.0 , so any wounded unit should be healed at max in 2 days if i understand the ufopedia website explaination.
But again after testing ingame, i see the soldiers only recovering at a normal rate (after several days the high wounded still have a high recovery time).

Any idea at what am i doing wrong ?

« Last Edit: July 08, 2022, 08:36:31 pm by Rangerh »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1158 on: July 09, 2022, 02:09:47 am »
it works fine for me... you have a syntax error (or equivalent) somewhere

Offline Rangerh

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1159 on: July 09, 2022, 11:31:52 am »
Does not seem to be a syntax error
Code: [Select]
facilities:
  - type: STR_ACCESS_LIFT
    spriteShape: 2
    spriteFacility: 17
    lift: true
    provideBaseFunc: [BASE]
    buildCost: 300000
    buildTime: 1
    monthlyCost: 4000
    sickbayAbsoluteBonus: 0.0
    sickbayRelativeBonus: 50.0
    mapName: XBASE_00

I even added the sickbay lines to the living quarters in case but still the troops are healing at a normal rate.
Code: [Select]
  - type: STR_LIVING_QUARTERS
    requiresBaseFunc: [BASE]
    spriteShape: 1
    spriteFacility: 18
    buildCost: 400000
    buildTime: 16
    monthlyCost: 10000
    sickbayAbsoluteBonus: 0.0
    sickbayRelativeBonus: 50.0
    personnel: 50
    mapName: XBASE_01

I really don't understand why this is, i searched in case buildings were also defined somewhere else in the 40k and Rosigma folders, but no it's only in this terrain_40k.rul file from the 40k mod folder (there's no building definition in the Rosigma mod folder itself)
So i'm completely clueless at why it does not work.

Then i went to the codex (the ufopedia name for the 40k mod) and gave a look to the living quarter debug and default and noticed maybe why things are not working :

and it's the same for the access lift
Huh ?  the modification seems correct in the terrain_40k.rul but ingame it does not take them in account ?

Offline Rangerh

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1160 on: July 09, 2022, 03:13:00 pm »
Ok, i went with a different approach, adding a "Medical Unit" facility as a submod instead of editing the facilities from 40k/Rosigma

So i have in my user\mods\ folder , one that is named "HealUP"
Inside of it i have metadata.yml
Code: [Select]
#
# metadata.yaml for Heal UP for 40k

name: "Heal UP for 40k"
version: 1.0
description: "Provide an early basic medical facitily."
author: OpenXcom

master: "40k"

I have a HealUP.rul (with intentional very low building time and very high sickbayRelativeBonus for easier testing)
Code: [Select]
facilities:
  - type: STR_EARLY_TREAT
    spriteShape: 1
    spriteFacility: 18
    buildCost: 400000
    buildTime: 1
    monthlyCost: 10000
    sickbayAbsoluteBonus: 0.0
    sickbayRelativeBonus: 50.0
    maxAllowedPerBase: 1
    mapName: XBASE_01

ufopaedia:
  - delete: STR_EARLY_TREAT
  - id: STR_EARLY_TREAT #facility
    type_id: 16
    section: STR_BASE_FACILITIES
    image_id: 01.SPK
    text: STR_EARLY_TREAT_UFOPEDIA

a Language sub folder that has the  en-US.yml
Code: [Select]
en-US:
STR_EARLY_TREAT: "Medical Unit"
STR_EARLY_TREAT_UFOPEDIA: "{NEWLINE} Provides some basic medical assistance to the base personel."

Then i enabled the mod with 40/Rosigma.
Ingame the submod works as i can build a new facility named "Medical Unit"
Spoiler:

It has codex entry
Spoiler:

But if i go to the Info then enable DEBUG and DEFAULT, it does not take in account that this building has sickbayRelativeBonus: 50.0 (i even tried other value, and even some reasonnable ones)
Spoiler:

I was wondering maybe the ufopedia/codex simply does not display the correct value but still the game apply them ?
So i checked with my high HP high wounded units, like "Vaitai Trasea" that for my save is at 60 days of recovering
Spoiler:

Then i let 4 or 5 days going, according to sickbayRelativeBonus: 50.0 , it means the trooper should be healed in max 2 days, but it is not the case, as after several days, this guy is at 55 days of recovering
Spoiler:

So at that point i'm really completely puzzled as to why it's not working, as the log does not show any error , any help please ?

« Last Edit: July 09, 2022, 03:14:52 pm by Rangerh »

Offline Delian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1161 on: July 09, 2022, 03:20:19 pm »
Maybe because it's "sickBay" and not "sickbay".

Offline Rangerh

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1162 on: July 09, 2022, 04:35:42 pm »
THANK YOU !

Can't believe it was such a basic mistake, but correcting "b" into "B" worked !
Thank you a lot, not understanding why it was not working was maddening .

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1163 on: July 11, 2022, 07:53:29 pm »
До зимы теперь ждать что-ли?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1164 on: July 11, 2022, 08:06:54 pm »
If the question is when comes the next update, then the answer is this month (July 2022).

Offline Juku121

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1165 on: July 11, 2022, 09:55:18 pm »
Crash when trying to change (well, disable) display filter. OXCE 7.5.16, XCF 2.5 (with tweaks).

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1166 on: July 12, 2022, 08:58:16 pm »
this is above my paygrade :) no idea how the filters work

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1167 on: July 12, 2022, 09:48:50 pm »
at least backtrack show `OpenXcom::Surface::CleanSdlSurface(SDL_Surface*)` that our code was last that thing done before crash.
This mean if whole SDL is not corrupted it could be way to avoid this.

Offline Juku121

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1168 on: July 13, 2022, 02:52:04 am »
Well, if it helps any:
  • I recently moved computers and just pasted the whole OXCE install over.
  • Disabling and re-enabling filters via options.cfg still seems to work.
  • After I change filters in-game, there's heavy lag and the "do you want to keep this" box comes up for a little while before the total crash.
« Last Edit: July 13, 2022, 10:50:34 am by Juku121 »

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1169 on: July 13, 2022, 10:37:28 am »
Well, if it helps any:
  • I recently moved computers and just pasted the whole install over.
  • Disabling and re-enabling filters via config seems to still work.
  • After I change filters in-game, there's heavy lag and the "do you want to keep this" box comes up for a little while before the total crash.
What do you mean by "just passed the whole install over"? The whole OS or just OXCE in particular?

Have you tried a fresh install (of OXCE)?