Author Topic: OXCE (OpenXcom Extended) main thread  (Read 445766 times)

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #360 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

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Re: OXCE (OpenXcom Extended) main thread
« Reply #361 on: December 15, 2019, 09:46:03 pm »
Meridian, thanks to you and Stoddard. Waiting for updates.  :)

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #362 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

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Re: OXCE (OpenXcom Extended) main thread
« Reply #363 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

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Re: OXCE (OpenXcom Extended) main thread
« Reply #364 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

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Re: OXCE (OpenXcom Extended) main thread
« Reply #365 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

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Re: OXCE (OpenXcom Extended) main thread
« Reply #366 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.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #367 on: December 18, 2019, 06:45:09 pm »
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.

What is the sight range of the ranger?
Default is 1696 (about as much as displayed on the screenshot)... which is enough to spot a south norwegian base from central spain :)

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #368 on: December 18, 2019, 07:14:08 pm »
 Default is 1696???
Gosh... Twenty times more than i expected.
Ok, my fault. Sorry.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #369 on: December 24, 2019, 09:41:46 am »
We all know that downed UFOs explode power units. And where is it regulated and what determines the strength of their explosion? And is it somehow regulated?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #370 on: December 24, 2019, 10:07:44 am »
We all know that downed UFOs explode power units. And where is it regulated

in the source code


and what determines the strength of their explosion?

RNG (180-250, HE)

And is it somehow regulated?

in the source code

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #371 on: December 24, 2019, 10:43:22 am »
RNG (180-250, HE)

Can this be taken out into an adjustable global option?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #372 on: December 24, 2019, 10:49:00 am »
what's wrong with it?

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #373 on: December 24, 2019, 12:21:10 pm »
Just want more control over the game. For example, the spread of damage is more to do, the type of damage is changed, the probability of an explosion for each UFO is different, and so on. :)

Offline Solarius Scorch

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Re: OXCE (OpenXcom Extended) main thread
« Reply #374 on: December 24, 2019, 02:09:47 pm »
Would be nice to be able to set explosion (with custom parameters like power) to a given specialType (in terrain), not just Power Sources.