aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 124786 times)

Offline Ethereal

  • Colonel
  • ****
  • Posts: 438
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #360 on: December 14, 2019, 01:05:45 am »
Tell me, does the option that changes the order of loading units into ships exist?

Still continue to disappear 2x2 soldiers on some ships. And all because they are loaded after loading HWP. With 1x1 HWP and 2x2 soldiers, need a different loading algorithm.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 6764
  • OXCE developer
    • View Profile
    • My Wiki
Re: OXCE (OpenXcom Extended) main thread
« Reply #361 on: December 14, 2019, 10:11:38 am »
Loading order is:
1. HWPs
2. 2x2 soldiers
3. 1x1 soldiers

Offline Ethereal

  • Colonel
  • ****
  • Posts: 438
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #362 on: December 14, 2019, 10:20:59 am »
Loading order is:
1. HWPs
2. 2x2 soldiers
3. 1x1 soldiers

Yes I know. It is in this that's the problem.

Offline Mathel

  • Colonel
  • ****
  • Posts: 156
  • Do not mistake Muton for mutton.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #363 on: December 14, 2019, 11:15:21 am »
How about turning it into:
2x2 HWPs
2x2 Soldiers
1x1 HWPs
1x1 Soldiers

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 6764
  • OXCE developer
    • View Profile
    • My Wiki
Re: OXCE (OpenXcom Extended) main thread
« Reply #364 on: December 14, 2019, 11:18:18 am »
What a brilliant idea.
I would never think of that.

Offline Ethereal

  • Colonel
  • ****
  • Posts: 438
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #365 on: December 14, 2019, 01:10:01 pm »
Apparently this is very difficult to implement. I, in turn, found a temporary solution - adding additional spawn cells. True, it looks monstrous when the tank is respawn on the roof of the ship.  :D I'd like to hope that this measure is really temporary.

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1377
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #366 on: December 15, 2019, 09:11:06 am »
Apparently this is very difficult to implement. I, in turn, found a temporary solution - adding additional spawn cells. True, it looks monstrous when the tank is respawn on the roof of the ship.  :D I'd like to hope that this measure is really temporary.

If you send me a pm with your craft map and load order, I can send you back an optimized version that should work for your needs without making significant changes.

Offline Ethereal

  • Colonel
  • ****
  • Posts: 438
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #367 on: December 15, 2019, 10:59:13 am »
If you send me a pm with your craft map and load order, I can send you back an optimized version that should work for your needs without making significant changes.

Thank you for the offer, but I already did everything myself. On some ships (such as Sentinel, Tactical Lightning), in the with the current loading system, a vanishing tank has nowhere to go. Only on the roof.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 6764
  • OXCE developer
    • View Profile
    • My Wiki
Re: OpenXcom Extended (OXCE) main thread
« Reply #368 on: December 15, 2019, 06:32:16 pm »
Yes I can. And ".log" in the appendage. Strangely, a lot of things have been written in ".log", but everything works exactly as intended. And about the sound is nothing.

Issue found and fixed (hopefully).

Thanks goes to Stoddard.

I'd like to hope that this measure is really temporary.

Load order changed.
« Last Edit: December 15, 2019, 06:36:27 pm by Meridian »

Offline Ethereal

  • Colonel
  • ****
  • Posts: 438
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #369 on: December 15, 2019, 09:46:03 pm »
Meridian, thanks to you and Stoddard. Waiting for updates.  :)

Offline Nord

  • Commander
  • *****
  • Posts: 1223
  • The Gate will open... someday.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #370 on: December 16, 2019, 03:19:02 pm »
I bet i saw somewhere something about shot vapor in ufo1. A weak ago or like that. But now i can not find it. Is it possible?

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 6764
  • OXCE developer
    • View Profile
    • My Wiki
Re: OXCE (OpenXcom Extended) main thread
« Reply #371 on: December 16, 2019, 03:36:36 pm »
I bet i saw somewhere something about shot vapor in ufo1. A weak ago or like that. But now i can not find it. Is it possible?

https://openxcom.org/forum/index.php/topic,7390.msg116775.html#msg116775

Offline Nord

  • Commander
  • *****
  • Posts: 1223
  • The Gate will open... someday.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #372 on: December 16, 2019, 05:22:12 pm »
Many thanks.

Also, looks like a bug:
I am testing growing alien bases, and i see this situation:
1. aliens landing for base building.
2. ranger fly near landed b-ship for search base location.
3. base found, but not near ranger. It can be in thousand of kilometers, but founded by ranger, patrolling near UFO.

upd: here is minimod for testing.

Upd. 2:
https://openxcom.org/forum/index.php/topic,7390.msg116775.html#msg116775
And on depth level = 0 no vapor possible?
« Last Edit: December 16, 2019, 05:36:52 pm by Nord »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 6764
  • OXCE developer
    • View Profile
    • My Wiki
Re: OXCE (OpenXcom Extended) main thread
« Reply #373 on: December 16, 2019, 07:52:18 pm »
Also, looks like a bug:
I am testing growing alien bases, and i see this situation:
1. aliens landing for base building.
2. ranger fly near landed b-ship for search base location.
3. base found, but not near ranger. It can be in thousand of kilometers, but founded by ranger, patrolling near UFO.

and which part of this is the bug?

If you mean that the base is not built where the UFO lands... that's normal... bases are never built where UFO lands.
Bases are built already when the UFO spawns (not when it lands)... and they are built in a random place defined by the "spawnZone" areas of the alien mission.


Upd. 2:And on depth level = 0 no vapor possible?

Not at the moment.
That would break TFTD.
But I can probably make it optional, if you want it... what's the intended use case?

Offline Nord

  • Commander
  • *****
  • Posts: 1223
  • The Gate will open... someday.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #374 on: December 17, 2019, 05:32:27 am »
Bug is, that ranger patrols in area of ufo landing, and alien base became visible far far away from there. like patrol in Spain and base in Norwegian.
And it is not coincidence, if no ranger patrolling - no base found.

About vapor - because beams was not supported by community, i wanted to create "smoke shot" for some unusual weapons.