Author Topic: OXCE (OpenXcom Extended) main thread  (Read 445892 times)

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #420 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

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Re: OXCE (OpenXcom Extended) main thread
« Reply #421 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

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Re: OXCE (OpenXcom Extended) main thread
« Reply #422 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

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Re: OXCE (OpenXcom Extended) main thread
« Reply #423 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

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Re: OXCE (OpenXcom Extended) main thread
« Reply #424 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

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Re: OXCE (OpenXcom Extended) main thread
« Reply #425 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

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Re: OXCE (OpenXcom Extended) main thread
« Reply #426 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. :)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #427 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 #428 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 #429 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 #430 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?

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Re: OXCE (OpenXcom Extended) main thread
« Reply #431 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 #432 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 #433 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.

xcomfan

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Re: OXCE (OpenXcom Extended) main thread
« Reply #434 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