Author Topic: OXCE (OpenXcom Extended) main thread  (Read 169609 times)

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #810 on: May 07, 2021, 08:53:29 pm »
no
I'll see if I can manage to reproduce it and/or if it turns up again.

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #811 on: May 09, 2021, 04:22:17 am »
Hi.
Small question:
damage "toMana:" applies when damage >0 and deals % of it.
But how can i do flat (let's say 5) mana damage?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #812 on: May 09, 2021, 11:22:23 am »
Not available via ruleset.
But likely doable via scripts.

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #813 on: May 09, 2021, 02:51:00 pm »
Ok, got it. Thanks.

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #814 on: May 09, 2021, 04:39:13 pm »
Question:

Is it possible to tie mission site spawns to an active infiltration state (i.e. spawn a mission site provided a country has been infiltrated&an associated alien base exist)? Sorry if this is badly worded.

Offline ohartenstein23

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Re: OXCE (OpenXcom Extended) main thread
« Reply #815 on: May 09, 2021, 04:58:52 pm »
Likely not the way you're thinking, but you can make infiltrations use an alien base deployment that generates the missions you want separate from any other type of alien base.

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #816 on: May 09, 2021, 05:59:44 pm »
Likely not the way you're thinking, but you can make infiltrations use an alien base deployment that generates the missions you want separate from any other type of alien base.
Unless I am misunderstanding the ruleset reference genMission can not generate mission sites, only UFOs:

Quote
Which alien mission should this base generate?

Usually supply mission - can be used to generate any mission type except Mission Sites (UFO will be generated, but the site will never appear)

Offline ohartenstein23

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Re: OXCE (OpenXcom Extended) main thread
« Reply #817 on: May 09, 2021, 06:07:31 pm »
We generate terror missions all the time from bases in 40k. That is an old restriction, since lifted.

You could also use the operationType attributes on the alienMission to make it scripted but still require a certain type of base.

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #818 on: May 09, 2021, 06:13:10 pm »
We generate terror missions all the time from bases in 40k. That is an old restriction, since lifted.

You could also use the operationType attributes on the alienMission to make it scripted but still require a certain type of base.
Thanks for the heads up. Are (or rather can) missions generated from an alien base be limited to the region of the base?

How would I reference "a certain type of alien base" in operation Type (apart from a new or existing alien base, unless that is what you are referring to)? Would it be possible to tie this only to alien bases causing an infiltration?
« Last Edit: May 09, 2021, 06:15:50 pm by krautbernd »

Offline skyhawk

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Re: OXCE (OpenXcom Extended) main thread
« Reply #819 on: May 18, 2021, 09:05:22 pm »
Don't want to start a new thread for this, but I have a quick question.

It looks like the Android port of OXCE uses SDL_Mixer2 - any chance of that change being back-ported to the pc version (And ideally backported all the way to vanilla OpenXCom)? SDL_Mixer2 should support the LOOPSTART and LOOPEND .ogg metadata tags, which will allow me to make better MT-32 music packs.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #820 on: May 18, 2021, 10:10:16 pm »
It looks like the Android port of OXCE uses SDL_Mixer2 - any chance of that change being back-ported to the pc version (And ideally backported all the way to vanilla OpenXCom)?

Yes, and there is a branch in the OpenXcom repository too if you want to test it: https://github.com/OpenXcom/OpenXcom/tree/sdl2

It compiles and runs in the basic mode.
But OpenGL rendering doesn't work.

Anyway, the plan is to migrate to SDL2 after OpenXcom 2.0 is released... which may be next month, next year, or also never. Only time will tell.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #821 on: June 15, 2021, 03:10:22 pm »
Stupid question: where I can get old source code to build myself? Getting crashes in Arch Linux and Windows too now. It might be mod related (TWoTS) but I'm not sure, so I need old source codes for it to rebuild and test before posting unverified info here. As far as I know (correct my stupidity again) git has latest version now, but how to get old (interested in 6.9)?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #822 on: June 15, 2021, 03:15:57 pm »
Stupid question: where I can get old source code to build myself? Getting crashes in Arch Linux and Windows too now. It might be mod related (TWoTS) but I'm not sure, so I need old source codes for it to rebuild and test before posting unverified info here. As far as I know (correct my stupidity again) git has latest version now, but how to get old (interested in 6.9)?

Git contains the entire version history since the very first commit.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #823 on: June 15, 2021, 05:40:52 pm »
OK, I think I got it. Only problem what I cant' find latest commit number (or should I said hash instead) for last 6.9.1 version. Compiled 6.8.4 instead.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #824 on: June 15, 2021, 06:17:05 pm »
OK, I think I got it. Only problem what I cant' find latest commit number (or should I said hash instead) for last 6.9.1 version. Compiled 6.8.4 instead.

you can see commit numbers here: https://openxcom.org/oxce/release/

6.9.1 is https://github.com/MeridianOXC/OpenXcom/commit/85681b6a4