aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 445875 times)

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #330 on: November 07, 2019, 07:05:04 am »
Was support for predictive interception trajectories dropped?

Yes, the feature is very buggy... and I don't like bugs, so I removed it completely.

Offline StahnAileron

  • Squaddie
  • *
  • Posts: 2
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #331 on: November 07, 2019, 07:23:17 pm »
Yes, the feature is very buggy... and I don't like bugs, so I removed it completely.
Ah. I think I know what you mean. (I've seen the feature do some odd or questionable things before. Though it worked for me more often than not.)

Any plans to re-implement it in a non-buggy way, or is it just one of those things that would be hard to get right given the circumstances or is more involved than a player would think? (I know it can be an time-consuming art to make something actually stupidly complex under the hood look seamless and effortless to a user. That, and users tend not to think about the effort put into programming.)

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #332 on: November 07, 2019, 07:46:48 pm »
Any plans to re-implement it in a non-buggy way... ?

SupSuper has done at least a dozen of fixes in the nightlies... but with little to zero improvement IMO.
I think the feature is beyond repair.

Offline robin

  • Commander
  • *****
  • Posts: 1203
  • ULTIMATE ROOKIE
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #333 on: November 08, 2019, 10:44:13 pm »
Getting this error (see attachment). I think it's due to the fact that negative indexes for bigobs are now invalid.
I can't seem to find the thread/post (by yankes iirc) which explained the fix.
For example the spitter in question uses:
bigSprite: -2
What index should I use to get the same graphics? I'll run a find/replace and fix all of them
.

edit: found it
« Last Edit: November 08, 2019, 10:51:15 pm by robin »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #334 on: November 08, 2019, 10:51:54 pm »
Getting this error (see attachment). I think it's due to the fact that negative indexes for bigobs are now invalid.
I can't seem to find the thread/post (by yankes iirc) which explained the fix.
For example the spitter in question uses:
bigSprite: -2
What index should I use to get the same graphics? I'll run a find/replace and fix all of them.

https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_mods

Just copy the graphics into your mod and use a normal positive index like for any other bigobs you've added before.

Offline robin

  • Commander
  • *****
  • Posts: 1203
  • ULTIMATE ROOKIE
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #335 on: November 08, 2019, 11:02:55 pm »
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_mods

Just copy the graphics into your mod and use a normal positive index like for any other bigobs you've added before.
Thanks. I wasn't using those indexes (my mod starts from 99 onward) so I simply used them:
bigSprite: -2 ---> bigSprite: 60

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #336 on: November 08, 2019, 11:05:42 pm »
Thanks. I wasn't using those indexes (my mod starts from 99 onward) so I simply used them:
bigSprite: -2 ---> bigSprite: 60

And does it work?
I'm pretty sure it doesn't (unless you defined bigsprite 60 in your mod too).

Offline robin

  • Commander
  • *****
  • Posts: 1203
  • ULTIMATE ROOKIE
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #337 on: November 08, 2019, 11:11:17 pm »
Still haven't tested, but it does say:
Quote
If you were using these bigobs in your mod, you have 2 options how to fix it:
What I get from this is that I should use the other fixes only if I have those indexes already occupied.

Tested: lol nope it doesn't work
« Last Edit: November 08, 2019, 11:15:57 pm by robin »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #338 on: November 08, 2019, 11:18:39 pm »
What I get from this is that I should use the other fixes only if I have those indexes already occupied.

No, that's not what it says :(

It says that if you had a negative index used anywhere, it will stop working (in 100% of cases) and you will need to fix it in one of the 2 provided ways.

Offline Ethereal

  • Commander
  • *****
  • Posts: 619
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #339 on: November 21, 2019, 08:20:39 am »
When trying to update OXCE version received:

Code: [Select]
Error for 'STR_TANK_CANNON_ALLOY': offset '9106' exceeds mod size limit 1000 in set 'BIGOBS.PCK'
Can get around, expand at least to 10,000, or completely remove this restriction?
« Last Edit: November 21, 2019, 08:24:15 am by Ethereal »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #340 on: November 21, 2019, 10:15:31 am »
Can get around, expand at least to 10,000, or completely remove this restriction?

The restriction is there to prevent conflicts between mods, save memory and to improve performance.

I recommend to use smaller indices before you start using bigger ones.

If you are already using most of the indices below 1000, you can tell OpenXcom to reserve more memory for your mod in the metadata.yml file. Example:

Code: [Select]
name: "X-Com Files"
version: "1.0.2"
requiredExtendedVersion: "6.1.1"
author: "Solarius Scorch"
description: "snip"
id: x-com-files
master: xcom1
reservedSpace: 2        # this reserves 2,000 indices in the memory... if you want to reserve 10,000 indices you can write reservedSpace: 10
« Last Edit: November 22, 2019, 10:21:12 am by Meridian »

Offline Ethereal

  • Commander
  • *****
  • Posts: 619
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #341 on: November 21, 2019, 11:05:16 am »
If you are already using most of the indices below 1000, you can tell OpenXcom to reserve more memory for your mod in the metadata.yml file. Example:

Thank you very much. Now everything works.

Offline robin

  • Commander
  • *****
  • Posts: 1203
  • ULTIMATE ROOKIE
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #342 on: November 21, 2019, 10:02:24 pm »
I see there are several options to define psi devices/weapons. Can the AI use them or is it always going to fallback on the ALIEN_PSI_WEAPON ?

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #343 on: November 22, 2019, 12:04:49 am »
I see there are several options to define psi devices/weapons. Can the AI use them or is it always going to fallback on the ALIEN_PSI_WEAPON ?

AI can use other weapons too.

Offline robin

  • Commander
  • *****
  • Posts: 1203
  • ULTIMATE ROOKIE
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #344 on: November 23, 2019, 12:32:03 am »
Code: [Select]
  - type: STR_PSICLONE
    requires:
      - STR_PSICLONE
    size: 0.1
    costSell: 63000
    weight: 5
    bigSprite: 456
    floorSprite: 456
    handSprite: 456
    hitAnimation: 96
    psiAnimation: 96
    hitSound: 36
    psiSound: 96
    battleType: 9
    twoHanded: false
    invWidth: 1
    invHeight: 2
    accuracyMultiplier:  # but what is the base accuracy? if they're multipliers and base accuracy is 0, then 0*x=0
      psiSkill: 0.5
      flatHundred: 0.5
    tuUse: 25
    tuMindControl: 0  # diables mind control
    tuPanic: 25
    flatRate: true
    recoveryPoints: 8
    armor: 15
    attraction: 1
    psiRequired: false
    #aimRange: 1  # what about this, can dropoff work without it...?
    dropoff: 1  # does this reduce the accuracy over distance of mind control and panic too, or only the stun attack???
                     # what i'm trying to achieve is the chance of panic success to decrease with distance
    psiAttackName: STR_STUN_UNIT
    damageType: 6  # stun
    power: 50
    powerRangeReduction: 1
    damageBonus:
      psiStrength: 0.5
    damageAlter:
      ArmorEffectiveness: 0
      FixRadius: 0
      RandomType: 2
      IgnoreDirection: true
    LOSRequired: false

This seems to work. If I assign it to an unit with psiSkill=0, will the unit use this?
(Also I have lot's of doubts about how this all works...  :-[)

Maybe I should ass these in there:
Code: [Select]
    accuracyPanic: 60
    accuracyMindControl: 0
    accuracyUse: 50  # how does this accuracy work? I want the attack to always hit, like a psi attack
« Last Edit: November 23, 2019, 12:39:33 am by robin »