aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 54033 times)

Offline Ham

  • Squaddie
  • *
  • Posts: 5
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #420 on: March 22, 2020, 07:46:10 pm »
It's a good idea. it'd be much easier to share your epic battles/enjoy them yourself.
it'd also be great for people interested in the story of their soldiers.
I'd certainly enjoy it.

Sounds like a very far future thing at best though.

Exactly) you think exactly like me)

Yes, if they work on it, it will not appear soon, but it is not scary.

Offline Nord

  • Commander
  • *****
  • Posts: 1102
  • The Gate will open... someday.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #421 on: March 23, 2020, 01:50:40 pm »
Small bugreport (or feature description):
if unit have specab: 1 (explode on death) and its armor have both corpseBattle and corpseGeo, it will not explode. At least with power, described in battle corpse item.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 5961
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: OXCE (OpenXcom Extended) main thread
« Reply #422 on: March 23, 2020, 02:10:29 pm »
Small bugreport (or feature description):
if unit have specab: 1 (explode on death) and its armor have both corpseBattle and corpseGeo, it will not explode. At least with power, described in battle corpse item.

Explosion power is described in corpseGeo item: https://github.com/OpenXcom/OpenXcom/blob/master/src/Battlescape/ExplosionBState.cpp#L89

Don't know if that's right or wrong... try asking SupSuper/Warboy.

Offline Nord

  • Commander
  • *****
  • Posts: 1102
  • The Gate will open... someday.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #423 on: March 23, 2020, 02:57:48 pm »
Odd. But i get over it with destruction of corpse. So it will be not recovered.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 5961
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: OXCE (OpenXcom Extended) main thread
« Reply #424 on: March 23, 2020, 03:14:48 pm »
Odd. But i get over it with destruction of corpse. So it will be not recovered.

You can also just add power to the corpseGeo item, no?

Offline Nord

  • Commander
  • *****
  • Posts: 1102
  • The Gate will open... someday.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #425 on: March 23, 2020, 06:17:36 pm »
No, because this corpseGeo used for many other purposes.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 188
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #426 on: March 25, 2020, 12:00:21 pm »
Asking that here because this is OXCE mechanics. Here 2 screenshots:


Current TWoTS mod rules allow you produce 4 Gauss pistols using 1 magnetic navigation. But screenshots shows only 1 produced unit. It's kinda confused because we can't exactly produce 1 pistol, otherwise it will require 1/4 magnetic and it's not possible right? So I have a question - can you change production screen in case if multiply production rule used, so amount of product will be like 4,8.. and etc. I mean total production screen units = special materials (could require more than 1 and it's ok of cource) x multiplyer (if it's more than 1). Sorry for terrible English, hope you understand what  I meant. May be in future versions of OXCE? 

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 5961
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: OXCE (OpenXcom Extended) main thread
« Reply #427 on: March 25, 2020, 12:22:55 pm »
No.

It is 1 unit of manuf. project "Gauss Pistol", not 1 unit of item "Gauss Pistol".
What would you want to see in the "Units to Produce" if the project would manufacture 7 gauss pistols, 2 gauss rifles, 17 electroflares and 4 mindprobes at once? 7+2+17+4 = 30 ?

The manufactured items (per 1 project) are already displayed 1 screen earlier, see screenshot.
And there is a possibility to rename the project as well, for example from "Gauss Pistol" to "Gauss Pistol (x4)".

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 188
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #428 on: March 25, 2020, 12:31:34 pm »
Oh, thank you Meridian for quick reply and explanation. And "Gauss Pistol (x4)" will solve any issues as I think. Because it's easy to understand now what total amount of production multiplied, that's what I want. So, the modder just need to adjust some .rul files for this right?

Offline Nord

  • Commander
  • *****
  • Posts: 1102
  • The Gate will open... someday.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #429 on: March 25, 2020, 12:37:03 pm »
And there is a possibility to rename the project as well, for example from "Gauss Pistol" to "Gauss Pistol (x4)".
Oh, I forget about it. My fault, will be fixed.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 5961
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: OXCE (OpenXcom Extended) main thread
« Reply #430 on: March 27, 2020, 12:53:09 pm »
New OXCE v6.4.2 is up.

2020-03-15
 - MUCH MUCH faster alien hidden movement (regardless of alien movement speed setting)
 - much faster player movement speed at higher player movement speed settings in Options (same as in year 2018 and earlier versions)
 - (supposedly) more battery drain on laptops/phones (same as in year 2018) -- not confirmed; and not quantified

Download: https://openxcom.org/forum/index.php/topic,5258.0.html

Some of you have already tried this version (it's been published via auto-update) and everybody so far reports big improvements and no side effects.

I'd like to ask everyone else for feedback as well.

IMPORTANT:
To benefit from speed improvements, you need the following settings in Options menu:
1. "Advanced>FPS limit" must be different than 0 (I recommend 60)
2a. Either use software rendering (Video>Display Filter = Disabled)
2b. Or use OpenGL rendering (for example Video>Display Filter = Raw*) AND also set vSyncForOpenGL: false in options.cfg file --- and just to repeat again, DO NOT set "Advanced>FPS Limit" to 0!

This will make OXCE able to run at the same speed as in this video (OpenXcom version from year 2018): https://www.youtube.com/watch?v=hjIrqlsJjQ0
So that you have a benchmark to compare against.

Feedback is most welcome... positive and more importantly also negative.

Offline Ethereal

  • Colonel
  • ****
  • Posts: 349
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #431 on: March 29, 2020, 04:44:48 pm »
New OXCE v6.4.2 is up.

How do I see these changes do not affect the version of Win32?

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 5961
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: OXCE (OpenXcom Extended) main thread
« Reply #432 on: March 29, 2020, 04:55:46 pm »
How do I see these changes do not affect the version of Win32?

I don't understand the question.

Offline Nord

  • Commander
  • *****
  • Posts: 1102
  • The Gate will open... someday.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #433 on: March 29, 2020, 06:02:03 pm »
Excuse me, but is this speed up is because of animation speed increased, or because of massive code optimisation?

Offline Ethereal

  • Colonel
  • ****
  • Posts: 349
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #434 on: March 29, 2020, 06:08:36 pm »
I don't understand the question.

And already it is not necessary. Everything works. Thanks for the updates. :)