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Author Topic: OXCE (OpenXcom Extended) main thread  (Read 63367 times)

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #435 on: March 29, 2020, 06:16:42 pm »
Excuse me, but is this speed up is because of animation speed increased, or because of massive code optimisation?

It's not code optimisation.

It's complicated to explain (and I don't fully understand it either), but you can think of it as animation speed increase.

Offline Mrak

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Re: OXCE (OpenXcom Extended) main thread
« Reply #436 on: March 31, 2020, 07:03:42 pm »
Actually? Add more features to play with resources. and additional complexity options.
Project: Economics X-com
Tasks of the Economy:
// Change the price "total per month"
// Change the price "random per month"
// Change in price "events:
fixed> + price; -price;
percentage> * x% ""
// Change the price for the "people" position separately
// Change the price for the position of the "machine" separate
// Price balance in the range: from Minimum price to Maximum price.
// The fall in the price of goods over time "in the absence of its procurement"
// Price increase when buying a product for a limited time
// Rising hiring prices with the deaths of Agents, + x%
// Price fall while saving Agents / month, --x%
// Increase in the price of the maintenance of Agents depending on the ranks, + x% / rank
// Increase in the price of hiring Engineers and Scientists from their existing number, + x% / person
// Payments to relatives for the deaths of Agents
// Compensation payments upon dismissal of people monthly salary

//Inputs:
//Starting price
//Current price

//The coefficient of price change when recalculating from the current price to the new price

//Output:
//New price

// minimum share price of the starting price (by default, a quarter = 25%)
// maximum price increase (by default four times = 400%)
I used google translate if there are any grammatical errors.
« Last Edit: March 31, 2020, 07:06:24 pm by Mrak »

Offline vadracas

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Re: OXCE (OpenXcom Extended) main thread
« Reply #437 on: March 31, 2020, 07:07:16 pm »
1. Meridians job to do:), but shouldn't you make a new thread for this?

2. This would be AMAZING to have available as a modder.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #438 on: March 31, 2020, 09:42:43 pm »
Back to "Gauss Pistol (x4)" question. Modder has changed produce message to "Gauss Pistol (x4)" now, but another thing now bothering me. First time red popup screen when this project completed. It's now has that multiply modifier too: "Gauss Pistol (x4)". So can we have two different options: Normal message after research finished which could looks like: "Gauss Pistol", but have correct multiply amount "Gauss Pistol (x4)" in production screen when you start it? Or it's not possible? Two different lines in .rul files one for research complete and ready for production screen and second for starting production in workshops?

Offline xcomfan

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Re: OXCE (OpenXcom Extended) main thread
« Reply #439 on: April 01, 2020, 02:16:33 pm »
Don't l ow if possible but may be possivle to ha e bullets ricochet when metal and wooden surfaces are hit?

Offline Solarius Scorch

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Re: OXCE (OpenXcom Extended) main thread
« Reply #440 on: April 01, 2020, 03:31:08 pm »
Don't l ow if possible but may be possivle to ha e bullets ricochet when metal and wooden surfaces are hit?

If we went into such realms of fantasy, I would first request terrain penetration... So a bullet wouldn't disappear after destroying a paper wall, but continue onwards with an appropriate power decrease.

But it's not very X-Comy, so I won't do that.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #441 on: April 01, 2020, 08:41:49 pm »
New interesting PR from memmaker was merged to OXCE, point was that it allow arbitrary change spawn unit, this mean you can now alter what unit will spawn after zombify attack.

Offline xcomfan

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Re: OXCE (OpenXcom Extended) main thread
« Reply #442 on: April 01, 2020, 10:05:54 pm »
If we went into such realms of fantasy, I would first request terrain penetration... So a bullet wouldn't disappear after destroying a paper wall, but continue onwards with an appropriate power decrease.

But it's not very X-Comy, so I won't do that.

Sorry for the typos, but it cannot be set without tampering with rocket science things? Cannot be a simple terrain attribute, or for instance as a condition (if wodden hit then play xx) i'm not into IT so i hope it might give the idea   8) :o

Offline Mathel

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Re: OXCE (OpenXcom Extended) main thread
« Reply #443 on: April 02, 2020, 11:37:14 am »
As far as I understand it, terrain does not even have a material attribute.

For ricochets, such as you described them, several additions would have to be added.
A) Terrain material in MCD file. (So that we can know if it is wood, metal or something else. There is sound which walking over it makes at offset 0x34, which is closest, but you can't tell wood from dirt on that one.)
B) An option to select what damage types ricochet off which materials, and at what maximal angles. You would not want plasma, for example to bounce off of metal. Or for that matter, a bullet hitting a wooden fence straight, then bouncing back and hitting the soldier who fired it.
C) The geometry would have to recognise at what angle it was hit, to determine if the ricochet happens, and where to.
D) As Solarius Scorch mentioned, there should be other interactions, such as overpenetration, passing straight through, no damage to specific materials (electric to metal).

Offline The Reaver of Darkness

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Re: OXCE (OpenXcom Extended) main thread
« Reply #444 on: April 02, 2020, 04:43:50 pm »
Back to "Gauss Pistol (x4)" question. Modder has changed produce message to "Gauss Pistol (x4)" now, but another thing now bothering me. First time red popup screen when this project completed. It's now has that multiply modifier too: "Gauss Pistol (x4)". So can we have two different options: Normal message after research finished which could looks like: "Gauss Pistol", but have correct multiply amount "Gauss Pistol (x4)" in production screen when you start it? Or it's not possible? Two different lines in .rul files one for research complete and ready for production screen and second for starting production in workshops?

The manufacturing recipe must have a different name from the name of the item it produces. Example:

Code: [Select]
manufacture:
  - name: STR_GAUSS_PISTOL_X4
    producedItems:
      STR_GAUSS_PISTOL: 4

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #445 on: April 04, 2020, 07:26:33 pm »
Is any way to save aquanaut who had "frozen (stunned) to death" status? Or it's impossible remove it even with med-kit and he(she) eventually will die?

Offline Mathel

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Re: OXCE (OpenXcom Extended) main thread
« Reply #446 on: April 04, 2020, 07:27:43 pm »
A large dose of stimulants will save them.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #447 on: April 04, 2020, 07:39:06 pm »
Yeah, thanks, just did it and save a guy. Thanks for fast reply.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #448 on: April 05, 2020, 03:21:22 pm »
How to prevent aliens  enter my ships? What should I remove in rul files?

Offline vadracas

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Re: OXCE (OpenXcom Extended) main thread
« Reply #449 on: April 05, 2020, 03:48:26 pm »
That would be in the OXCE code, not in .rul files.