Author Topic: OXCE (OpenXcom Extended) main thread  (Read 33775 times)

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #165 on: May 06, 2019, 08:05:08 pm »
After upgrading from a previous version i've noticed that terrain damage seems to be applied before the actual hit animation has played. Is this intended?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #166 on: May 06, 2019, 08:06:32 pm »
After upgrading from a previous version i've noticed that terrain damage seems to be applied before the actual hit animation has played. Is this intended?

From which version to which version?

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #167 on: May 06, 2019, 08:27:05 pm »
5.3.0 to 5.4.1

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #168 on: May 06, 2019, 10:20:59 pm »
Yeah, this seems to be the relevant change: https://github.com/MeridianOXC/OpenXcom/commit/73c9eb39d15af4e1a02600fdfd97b848c4292c4c

I forgot what the reason was, maybe Yankes can clarify.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #169 on: May 06, 2019, 10:30:00 pm »
Yes, this is intended, this is change made in propose of future changes and refactors.
Terrain is change because bullet physically hit at that moment, and after bullet hit/explosion animation will play.

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #170 on: May 07, 2019, 09:58:29 am »
Terrain is change because bullet physically hit at that moment, and after bullet hit/explosion animation will play.
It is thrue in theory, but explosives now looks strange. But if it needed, then it needed...

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #171 on: May 07, 2019, 10:59:28 am »
Doesn't this break vanilla behaviour/animation cycles?

As Nord has pointed out this looks extremely odd atm, since the terrain breaks before the projectile hit animation plays out.

Might i suggest moving this change into a seperate dev-branch until this has been sorted out? I'd like to use a version of OXCE that doesn't randomly crash, but right now i'd actually prefer the game to randomly crash instead of having precognitive terrain tiles.

With what version were these changes introduced?
« Last Edit: May 07, 2019, 02:04:57 pm by krautbernd »

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #172 on: May 07, 2019, 02:56:44 pm »
Can we have option auto set timer after dog fight to 5 seconds automatically? Can we have option auto zoom out world map if USO could not be reached due to depth? Same if can not be reached under land. All questions consider TFTD. May be I missed something so I add it here later.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #173 on: May 07, 2019, 04:07:46 pm »
Can we have option auto set timer after dog fight to 5 seconds automatically?

The timer is already always set to 5 seconds when the dogfight starts.

Can we have option auto zoom out world map if USO could not be reached due to depth? Same if can not be reached under land. All questions consider TFTD. May be I missed something so I add it here later.

No, I am adding user options only if 100+ users ask for them. And I haven't heard such a request from anyone else.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #174 on: May 08, 2019, 08:26:55 pm »
Doesn't this break vanilla behaviour/animation cycles?

As Nord has pointed out this looks extremely odd atm, since the terrain breaks before the projectile hit animation plays out.

Might i suggest moving this change into a seperate dev-branch until this has been sorted out? I'd like to use a version of OXCE that doesn't randomly crash, but right now i'd actually prefer the game to randomly crash instead of having precognitive terrain tiles.

With what version were these changes introduced?
This is already sorted out, and tiles aren't precognitive because damage hit them at this moment. Overall gameplay behavior is exactly same as previously, only moment when animation is play was changed.

This change is important in long run, because damage calculation is done first now then it can affect how explosion will play out, that is impossible in old version.
Example could be that explosion animation is played in random places even if damage do not reach that place, in new version I could add that animations is show only where damage was done.

One thing I have in mind is do not update every tile at once during explosion. Instead do it by circualr "layer" that will simulate propagate of shock wave.

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #175 on: May 08, 2019, 09:53:59 pm »
This is already sorted out, and tiles aren't precognitive because damage hit them at this moment. Overall gameplay behavior is exactly same as previously, only moment when animation is play was changed.

This change is important in long run, because damage calculation is done first now then it can affect how explosion will play out, that is impossible in old version.
Example could be that explosion animation is played in random places even if damage do not reach that place, in new version I could add that animations is show only where damage was done.

One thing I have in mind is do not update every tile at once during explosion. Instead do it by circualr "layer" that will simulate propagate of shock wave.
Excuse me, but this seems like a pretty important change as far as animation behaviour is concerned, in a mod that prides itself on keeping/preserving vanilla consistency. Going by this you could also do away with the shooting animation entirely and just show the results instead.

As far as i am concerned the tiles are 'precognitive', since the only inidication that any damage has been delat is when the hit animation plays - which is does after the terrain tile is already destroyed. Damage calculation in-game isn't transparent to the player. I'd ask you to reconsider and at least give us an option to enable vanilla behaviour (for animations).

Can you tell me when this change was introduced?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #176 on: May 08, 2019, 10:29:27 pm »
Can you tell me when this change was introduced?

It was introduced on March 17th.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #177 on: May 08, 2019, 11:23:30 pm »
Excuse me, but this seems like a pretty important change as far as animation behaviour is concerned, in a mod that prides itself on keeping/preserving vanilla consistency. Going by this you could also do away with the shooting animation entirely and just show the results instead.
This is priority of OXC not OXCE. When I start OXCE, my main goal was modding capacity of engine even when sacrificing original behavior.
See: https://openxcom.org/forum/index.php/topic,6459.0.html
If new behavior have similar (not same!) end effect and give more options for modder then I throw through the window original behavior.

And here we have exactly this case, changing order is very visible but end result is same. As it give lot of potential for new mod capabilities and code refactor that will simplify and allow future changes and new functionalities. And only thing left is personal taste and familiarity with old behavior.

For single hit animation current version look even better IMHO.


As far as i am concerned the tiles are 'precognitive', since the only inidication that any damage has been delat is when the hit animation plays - which is does after the terrain tile is already destroyed. Damage calculation in-game isn't transparent to the player. I'd ask you to reconsider and at least give us an option to enable vanilla behaviour (for animations).
People evaporate in nuclear strike before shock wave reach them.

Options to toggle it is out out question, because whole point of this change was to simplify game logic not add new cases and versions. Whole point is that I could really on this that calculation was done before all animations.

Only thing that could be done (as I said previous post) to alter how tiles are handled after damage calculations. That could allow delay update of tiles to some frames after hit, but this need more work and right now I have other priorities.

Right now you are only one I know who is very against this change, if there was more demand for changing it, from more people, then I could consider to alter current behavior. Other wise I leave this as is.

Offline Eddie

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Re: OXCE (OpenXcom Extended) main thread
« Reply #178 on: May 13, 2019, 03:46:09 pm »
About moral damage, as reportet here:
https://openxcom.org/forum/index.php/topic,4058.msg112656.html#msg112656

Moral damage, as in weapons dealing damage to moral, is multiplied by: (110 - bravery)/100

This works fine as long as the maximum bravery is 100. Since mods introduced bravery adding armors, bravery 100+ is now possible. While immunity to moral damage at 110 bravery is debatable, damage inversion for bravery >110 is clearly a bug.

How to solve? Treat everything >110 bravery as 110 (immunity) or treat everything >100 as 100? Other options?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #179 on: May 13, 2019, 05:28:03 pm »
How to solve?

Solution 1: don't create such armors

Solution 2: don't create such weapons

Solution 3: use scripts to implement your own damage algorithm with whatever rules you can think of