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Author Topic: OXCE (OpenXcom Extended) main thread  (Read 124718 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #315 on: September 03, 2019, 10:48:42 am »
1/ Which version of OXCE are you using exactly?
2/ Which mod are you trying to change? And which version exactly?
3/ Can you upload your mod? The one that's not working.


I have an idea: packing a new sample2.cat. Let's see what happens..

Do not change original CAT files, it won't always work properly, as explained here: https://openxcom.org/forum/index.php/topic,7355.msg116263.html#msg116263

Then the simple lasgun [its lesser brother] sound effect is played MIXED together with the autolaser.wav

OpenXcom is not even theoretically capable of mixing two sounds into one, something else must be wrong.

Apparently when the game first loads the sounds into memory -it takes a long time and I should have to be able to reset the entire game so it loads everything again- , because now, upon subsequent starts, it just finds the old RAM addresses again, sounds that are still there in memory and loads everything together. Vanilla original and the new sounds.
So If I make a new sound it will be mixed with the sound position stored in RAM.     :D

When you quit and start the game again, it DOES load everything again. It's not even theoretically possible to "find old RAM addresses again". The reason why subsequent starts are quicker is because of the harddisk cache.
« Last Edit: September 03, 2019, 10:53:35 am by Meridian »

Offline mercy

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Re: OXCE (OpenXcom Extended) main thread
« Reply #316 on: September 03, 2019, 12:27:22 pm »
I'm in a bandit cave.  Mistook playing back mixed sounds with the fact that, where I shot was a close rock wall and the game had to play the correct autolaser sound effect, but then the shot hit almost immediately and the game had to play to laser hit effect as well, giving the appearance that both sounds were played at once mixed together. Because they were. Correctly.

On normal missions - with open, wide spaces - the autolaser sounded correctly  - too loud -  .. .. .. then  its "hit-object" sound played out, to which I paid no attention, since the volume level of that one was okay.    ;D

All right. So lets try this one again..

Okay, it works with the extrasounds method.  Now:  onto what I wanted to do originally:
1. mastering this autolaser shooting sound effect to make it amazing and
2. giving you new effects, for exotic, hand-held, mega-blaster-lasers!  :D
« Last Edit: September 03, 2019, 12:37:08 pm by mercy »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #317 on: September 18, 2019, 12:03:21 pm »
My day-time job deals a lot with "minefield" questions, so it came "naturally" at the time of posting (yes, I'm at work ATM).  :)

As per situations. I'm playing Piratez at the moment and my interaction comes from OXCE+ and the mod. I see a pull down menu on the top left that allows the filtering of items based on all sort of categories.  I see also pull down menus on the craft inventory screen, like the one that says "equipped", where one can "top-off" items as needed. A similar feature may come useful for bases.

My intended use is for example, if I have assigned certain satellite bases to store each different class of items, like one base for craft parts, another for raw materials, another for surplus weapons, etc. Then after a mission where my local storage is overflow, or any other time, I can dispatch the excess to each of the corresponding bases. The ability to filter and show only items existing at the destination (from the pull down menu, for example), would come very handy.

I guess this may not be an issue for other mods, but for Piratez and its hundreds of different items, this would easy the pain a bit  :)

Added, see screenshot.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #318 on: September 18, 2019, 12:16:18 pm »
While we're at it, may I request a global variable to make grav shields stack?

Code: [Select]
vars:
    gravStacking: true

It won't significantly increase base defense power in most setups, but may allow you to slightly reduce the number of facilities used. Such as: 1 grav shield and 5 fusion defense = 10x fusion defense for 6 facility space. But 2 grav shield and 3 fusion defense = 9x fusion defense for 5 facility space.

On the other hand, mods like Tech-Comm might implement using large fractions of your base for defense, and trying to calculate how many grav shields vs defenses gives you the best ratio.

Grav shields stack in OpenXcom since early 2013.

Offline Alex_D

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Re: OXCE (OpenXcom Extended) main thread
« Reply #319 on: September 18, 2019, 04:42:43 pm »
Added, see screenshot.

Thank you!

Not to abuse Meridian's kindness, but I have another request (previously asked) :) :
  - An option for transfer the loot after a battle (like the sell button but for transfer).

Currently this screen is triggered only when there is no room at the craft's original base. I don't know if the game code would allow that feature to work with the existing "sell" mechanic. I can see myself selling the loot and transfer the rest for some missions.
« Last Edit: September 19, 2019, 08:49:09 pm by Alex_D »

Offline Ninawindia

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Re: OXCE (OpenXcom Extended) main thread
« Reply #320 on: September 20, 2019, 06:27:21 pm »
Okay, so, after downloading and updating to the latest Android app I keep getting crashes now. I'm still using the same version of the steam version and everything, nothing should have changed. Unless it requires TFTD now? Or something? How in the world did I break this. ~.~

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #321 on: September 20, 2019, 06:37:27 pm »
Okay, so, after downloading and updating to the latest Android app I keep getting crashes now. I'm still using the same version of the steam version and everything, nothing should have changed. Unless it requires TFTD now? Or something? How in the world did I break this. ~.~

No, it doesn't need TFTD.

Can you try with this UFO data and let me know if it helped? <link removed>
« Last Edit: September 20, 2019, 07:15:57 pm by Meridian »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #322 on: September 20, 2019, 06:43:34 pm »
Not to abuse Meridian's kindness, but I have another request (previously asked) :) :
  - An option for transfer the loot after a battle (like the sell button but for transfer).

Currently this screen is triggered only when there is no room at the craft's original base. I don't know if the game code would allow that feature to work with the existing "sell" mechanic. I can see myself selling the loot and transfer the rest for some missions.

Don't edit your posts if you want me to see what you write... I found this only by accident.

I don't mind double posting, you can post even 100x times in a row in my thread if you want.

Btw. the request is on the todo list... it's just not easy to implement... it will take some time until I convince myself to look at it.
« Last Edit: September 22, 2019, 11:06:57 pm by Meridian »

Offline Ninawindia

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Re: OXCE (OpenXcom Extended) main thread
« Reply #323 on: September 20, 2019, 07:01:28 pm »
No, it doesn't need TFTD.

Can you try with this UFO data and let me know if it helped? <link removed>

No go, sadly, thanks for that suggestion though! I wonder what happened between updates.
« Last Edit: September 20, 2019, 07:16:15 pm by Meridian »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #324 on: September 20, 2019, 07:15:04 pm »
No go, sadly, thanks for that suggestion though! I wonder what happened between updates.

Try uninstalling the old OXCE.
And delete everything except UFO directory... including options.cfg, standard directory, common directory, mods directory.
Then install fresh.
« Last Edit: September 21, 2019, 06:25:03 pm by Meridian »

Offline Ninawindia

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Re: OXCE (OpenXcom Extended) main thread
« Reply #325 on: September 20, 2019, 07:32:32 pm »
thank you! The deletion of everything except for the ufo file and reinstalling worked for now it seems. Hopefully won't break adding pirates! thank you, again! <3

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #326 on: September 22, 2019, 11:08:57 pm »
Not to abuse Meridian's kindness, but I have another request (previously asked) :) :
  - An option for transfer the loot after a battle (like the sell button but for transfer).

Added.
It was easier than I originally expected (famous last words).

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #327 on: September 27, 2019, 10:59:41 pm »
After around 4 years my script are finally capable to:
Code: [Select]
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!
[27-09-2019_21-56-19]   [DEBUG] Script debug log at     0x1a: Hello World!

Code: [Select]
        debug_log "Hello World!";

This will allow in long run changing text in UI based on special conditions.

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #328 on: September 28, 2019, 04:15:40 pm »
Where can i find actual validator for VSCode? Thanks.

Offline ohartenstein23

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Re: OXCE (OpenXcom Extended) main thread
« Reply #329 on: September 28, 2019, 04:26:46 pm »