aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 440912 times)

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1245 on: February 16, 2023, 06:16:58 pm »
Ok, its not like I need it right now, it was just surprising to me.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1246 on: March 09, 2023, 01:50:33 am »
Test of item spawn.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1247 on: March 09, 2023, 10:31:19 pm »
I made small feature that could have interesting consequence.
You can change item level of aliens during mission, this will not affect existing aliens but any new one will obey new level.
This would allow making better stealth mission, if in first state you do not kill lot of enemies next stage will have less armed aliens.

Offline psavola

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1248 on: March 11, 2023, 10:14:11 pm »
Trying to attack your zombified (by a tentaculat) aquanaut with a knife results in an error that there is no one there. This occurred with TWoTS, but I suppose this is not a mod issue but might be a more general thing with OXC(E)?

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1249 on: March 12, 2023, 02:37:23 am »
Save please.

Offline psavola

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1250 on: March 12, 2023, 06:37:15 am »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1251 on: March 12, 2023, 09:28:04 am »
Half of the tile where the soldier stands is blocked and the soldier cannot see through it.

Attached a look at that tile (green) from one tile away.
Zombie is purple.

Offline psavola

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1252 on: March 12, 2023, 09:46:19 am »
Half of the tile where the soldier stands is blocked and the soldier cannot see through it.

Attached a look at that tile (green) from one tile away.
Zombie is purple.

Thank you for analyzing this.

Yet - if I recall correctly - the soldier "sees" the zombie (the number is blinking). And you could shoot it (though I recall it made not a scratch - I did not verify it actually hit it or the invisible wall). Shouldn't the same principles also apply to melee?

I guess this is a bug in the map, at the very least least, but I still wonder a bit about "seeing" someone on the tile next to you yet not being able to attack it.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1253 on: March 12, 2023, 09:58:30 am »
Why recall when you have a save?

The soldier does not see the zombie.

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1254 on: March 12, 2023, 03:28:50 pm »
This is not a bug, but map feature.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1255 on: March 17, 2023, 04:05:58 pm »
I'm now working on overhauling vapor particles cloud, goal is to have greater control over how cloud will be have.

My final goal that could be reach in couple of months will be some thing like Q2 railgun trail:


Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1256 on: March 17, 2023, 06:31:47 pm »
Supported rulesets can be check by `!info` tag on main node like (`ufos: !info`)
How? Should I run the game to see it in the log file?

I'm now working on overhauling vapor particles cloud, goal is to have greater control over how cloud will be have.

Nice! Can I define it with mod rules? Like more-less particles, shorter-longer animation, color and so on?

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1257 on: March 19, 2023, 03:40:29 pm »
How? Should I run the game to see it in the log file?

Nice! Can I define it with mod rules? Like more-less particles, shorter-longer animation, color and so on?
Yes, and yes.

I now only started working on it, but my plan is unhardcode every thing that will not affect how particles are handed by engine.
This mean color will always be only one for one particle, here I do not plan to change this, but as game keep each particle opticity levels as separate tables why would stop us from setting different base color for each level during precalculation of this tables?
Same with weapons, why item need to spawn only one set of particles?

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1258 on: April 01, 2023, 04:03:38 am »
Initial version of Wall climbing is ready, if wall is set GravLift it will allow to unit move up and down in same tile where wall is.
There is some possible "glitch" like when unit get interrupted when climbing it will fall down one tile, you can see it near end of video.
This is because unit can climb over edge, but can't stop in the middle of it.

Offline Gena Krokodilov

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1259 on: April 01, 2023, 10:36:48 am »
Quote
Looking for bleeding edge OXCE nightly preview builds? Try here: https://lxnt.wtf/oxem/#/Extended
« Last Edit: October 29, 2022, 07:19:24 pm by Meridian »

Server not accesible several days ago.
Where can i find newest bleeding edge oxce release?


Second question.
Im using TWOTS with OXCE 7.8.0.
I want to use newest version of OXCE 7.8.14
is it correct way to extract newest OXCE 7.8.14 files into existing folder (where is TWOTS with OXCE 7.8.0) and overwrite existing old files?